| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #31 -- 2002 IF Competition Special | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| January 3, 2003 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #31 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 authors of the top three Comp games: | |
| * Paul O'Brian | |
| * Jon Ingold and Mike Sousa | |
| * Steve Evans | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Another Earth, Another Sky | |
| Augustine | |
| Concrete Paradise | |
| Constraints | |
| Eric's Gift | |
| Evacuate | |
| Fort Aegea | |
| The Granite Book | |
| Jane | |
| Janitor | |
| Moonbase | |
| The Moonlit Tower | |
| MythTale | |
| Photograph | |
| The PK Girl | |
| Rent-a-Spy | |
| Screen | |
| The Temple | |
| Till Death Makes A Monk-fish Out Of Me! | |
| TOOKiE'S SONG | |
| Unraveling God | |
| When Help Collides! | |
| EDITORIAL------------------------------------------------------------------ | |
| I still can scarcely believe it. | |
| I keep thinking Mark or Stephen (the comp's vote-counter and its | |
| organizer, respectively) are about to email me, saying, "Oh dear, I'm | |
| afraid there's been an error with the voting software. Turns out you | |
| actually came in eighth, not first." The other two times I've entered | |
| the comp, I rather overestimated how well I would do, and came in 8th | |
| place both times, humbled by the strength and quality of the games ahead | |
| of mine. This time, I was emotionally prepared, and made it my goal just | |
| to get into the top ten. I certainly didn't expect to win, especially | |
| after I played some of the excellent games in this year's comp. I still | |
| rise a few inches off the ground whenever I think about the moment I saw | |
| the final results. | |
| I couldn't be more thrilled, and as soon as I got those results, I knew | |
| what the subject of this editorial would be: reviews. There are a lot of | |
| things to which I owe my game's success, but reviews are an especially | |
| big one. First of all, there are all the reviews that people have been | |
| kind enough to write about my first three games. Almost without | |
| exception, each of these has helped me to improve as an author -- | |
| there's nothing like coming to understand the faults and strengths in | |
| your own previous work when you set out to begin the next one. In | |
| addition to those, there are all of the *other* reviews that people have | |
| written about IF games. Reading these has allowed me to accrete a more | |
| and more accurate sense of what the IF audience cares about and what it | |
| loves to see. | |
| On top of all this, there are the reviews I've written myself of other | |
| people's games. I strongly believe that writing these has had a huge | |
| impact on my ability to design and program good IF. Writing a thoughtful | |
| review of someone else's game demands that I make the intellectual | |
| effort of figuring out what worked and what didn't work in that game; I | |
| found that the more often I performed this exercise, the better I became | |
| at understanding what works and doesn't work for IF in general, at least | |
| according to my own tastes. Not to mention the fact that simply writing | |
| the reviews in paragraph form gave me more practice at putting together | |
| clear sentences, a useful skill no matter what type of writing I'm | |
| attempting. If you're an aspiring IF author, I highly recommend that you | |
| make the effort to review IF games, the more the better. | |
| Which brings us to SPAG. This is a zine whose core principle is that | |
| reviews of IF games are valuable -- that's why we try so hard to | |
| encourage people to write them. I hope that some of what SPAG has done | |
| has helped other authors as much as it has me. And if you haven't | |
| written a review for SPAG, why not try it today? | |
| NEWS ---------------------------------------------------------------------- | |
| COMPETITION RESULTS | |
| I've said before that 8 seems to be my number in IF competitions, and | |
| consequently the 8th annual competition is one I'll long remember. This | |
| year saw the debut of some extremely impressive new authors, as well as | |
| solid and innovative entries from familiar names. This year also marked | |
| a decided improvement in the fortunes of ADRIFT games, with one even | |
| placing in the top 10. Many thanks, as always, to Stephen Granade and | |
| Mark Musante for organizing and counting votes (respectively). This | |
| issue has reviews of more than half the games submitted, and for the | |
| record, here are the official results: | |
| 1. Another Earth, Another Sky, by Paul O'Brian | |
| 2. Till Death Makes a Monk-Fish Out of Me!, by Mike Sousa & | |
| Jon Ingold | |
| 3. Photograph, by Steve Evans | |
| 4. The Moonlit Tower, by Yoon Ha Lee | |
| 5. Janitor, by Seebs | |
| 6. The PK Girl, by Robert Goodwin | |
| 7. TOOKiE'S SONG, by Jessica Knoch | |
| 8. Fort Aegea, by Francesco Bova | |
| 9. The Temple, by Johan Berntsson | |
| 10. Jane, by Joseph Grzesiak | |
| 11. MythTale, by Temari Seikaiha | |
| 12. Unraveling God, by Todd Watson | |
| 13. Identity Thief, by Rob Shaw-Fuller | |
| Augustine, by Terrence V. Koch | |
| 15. Rent-A-Spy, by John Eriksson | |
| 16. The Granite Book, by James Mitchelhill | |
| Eric's Gift, by Joao Mendes | |
| 18. When Help Collides, by J. D. Berry | |
| 19. Evacuate, by Jeff Rissman | |
| Constraints, by Martin Bays | |
| 21. Sun and Moon, by David Brain | |
| 22. Not Much Time, by Tyson Ibele | |
| 23. Hell: A Comedy of Errors, by John Evans | |
| 24. Out Of The Study, by Anssi Raisanen | |
| Color and Number, by Steven Kollmansberger | |
| 27. The Case of Samuel Gregor, by Stephen Hilderbrand | |
| 28. A Party to Murder, by David Good | |
| 29. Screen, by Edward Floren | |
| 30. Concrete Paradise, by Tyson Ibele | |
| 31. Scary House Amulet!, by Ricardo Dague (writing as Shrimpenstein) | |
| 32. coffee quest II, by Anonymous | |
| 33. Four Mile Island, by Chris Charla (writing as Anonymous) | |
| 34. Moonbase, by Mike Eckardt (writing as QA Dude) | |
| 35. Koan, by Esa Peuha (writing as Anonymous) | |
| 36. Ramon and Jonathan, by Daniele A. Gewurz | |
| Terrible Lizards, by Alan and Ian Mead | |
| 38. Blade Sentinel, by Mihalis Georgostathis | |
| NEW RELEASES SHELF | |
| As usual, competition season means not too many non-comp releases. One | |
| notable exception is Dutch Dapper IV, a lighthearted sci-fi adventure in | |
| the tradition of Douglas Adams. Also, just before I finished this issue, | |
| a slew of games were released. There were a handful of goofy gag games, | |
| a new episode in the mock-superhero adventures of the Frenetic Five, and | |
| Stark Springs' glulx fantasy game Words Of Power. | |
| * Schizo - Escape To The Void by Tommaso Caldarola (in Italian) | |
| * Wandmaster by Robert A. Kraus | |
| * Dutch Dapper IV: The Final Voyage by Harry Hol | |
| * Words Of Power by Stark Springs | |
| * Silence Of The Lambs 2 by "Thief Of Bad Gags" | |
| * Cheeseshop by David Welbourn | |
| * Comp02ter Game by Brendan Barnwell as Austin Thorvald | |
| * The Frenetic Five vs. The Seven Deadly Dwarves by Neil DeMause | |
| $20 TIME MACHINE! THIS IS NOT SPAM! | |
| With 1893: A World's Fair Mystery, Peter Nepstad has created one of the | |
| most expansive and absorbing settings ever seen in IF, and he's still | |
| making it better. While there is a free, text-only version of the game | |
| available on the IF archive, Nepstad is now offering a $19.95 CD-ROM | |
| edition, which includes illustrations, nifty feelies, and source code. | |
| SPAG 32 will have an interview with Nepstad, but while you wait, check | |
| out the 1893 website at http://www.illuminatedlantern.com/1893 for all | |
| the tantalizing details. | |
| LOJBAN NUNTALYLIHU .U'E | |
| As if further proof were needed that IF enthusiasts have wide-ranging | |
| interests, someone has now gone to the amazing effort of translating | |
| Crowther and Woods' original Adventure into Lojban, an invented language | |
| that aims to take the illogic and cultural bias out of spoken | |
| communication. The someones in question are Nick Nicholas, Eugene Mayes, | |
| and Robin Powell, and the resulting game -- nuntalylihu -- is available | |
| from the Lojban page at | |
| http://www.lojban.org/cgi-bin/twiki/view/Files/Programs | |
| JOURNAL TO THE CENTER OF THE MIND | |
| Erik Langskaill has taken his interest in PDF publishing and combined it | |
| with his interest in IF to create "The Journal", a publication that aims | |
| to chronicle the development of his new game from the very beginning | |
| stages to its eventual release. So far, he's done one issue, which | |
| somewhat self-referentially talks about his motivations for doing such a | |
| project, and lays out his initial thoughts for how the game ought to | |
| work. It's all waiting for you at http://www.angelfire.com/nb/if1. | |
| NO NO NO! DON'T STOP A-ROCKIN! | |
| The competition issue of SPAG is traditionally the hardest one to find | |
| new reviews for, but this time around our contributors came through with | |
| flying colors. Now let's continue that trend into the new year with more | |
| reviews of non-comp games for all those *other* issues of SPAG. If | |
| you're searching for inspiration on what to review, check out the | |
| following non-hierarchically-ordered list: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Bad Machine | |
| 2. Dutch Dapper IV: The Final Voyage | |
| 3. 1893: A World's Fair Mystery | |
| 4. The Frenetic Five vs. The Seven Deadly Dwarves | |
| 5. Heroine's Mantle | |
| 6. Hollywood Hijinx | |
| 7. Katana | |
| 8. The Oracle | |
| 9. Unease | |
| 10. Words Of Power | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| For the annual competition issue, SPAG traditionally interviews the | |
| highest-placing authors in the comp, but I faced some rather | |
| unprecedented challenges when putting together this issue's interviews. | |
| For one thing, since I won the comp, there really ought to be an | |
| interview with me, but for me to interview myself would be a little... | |
| unseemly, as Primo Varicella might say. As he has so often in SPAG's | |
| history, Duncan Stevens came to the rescue, crafting a set of interview | |
| questions which I could then answer without feeling too much like I had | |
| multiple personality disorder. Thanks, Duncan. Then there was the fact | |
| that the second place game was written by multiple authors, another | |
| first for the SPAG interview. My sincere appreciation goes to Mike Sousa | |
| and Jon Ingold, who agreed to share answers and interview space, and to | |
| submit to a bit of unorthodox editing to make the whole thing flow more | |
| naturally. By the time I got to interview Steve Evans, author of | |
| "Photograph", I was just relieved to have a normal SPAG interview to do | |
| for once! I hope you enjoy the following interviews with the authors of | |
| Comp02's highest placing games. | |
| =-=-=-=-=-=-=-=- | |
| Paul O'Brian, author of "Another Earth, Another Sky" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: Well, you often ask SPAG interviewees to tell a bit about | |
| themselves, but SPAG's readers may not know much about you, so -- out | |
| with it. Name, rank, and serial number? | |
| PO: Okay, fair enough. I'm 32, which put me in my teen years during the | |
| Infocom boom -- just about the perfect age to be, since I was old enough | |
| to understand and succeed at the games and young enough to have lots of | |
| free time to devote to them. I've lived in Colorado all my life, save | |
| for one ill-starred year in New York City, and I currently work in | |
| Boulder at the University of Colorado, where I got my degrees. My job | |
| there is in the Financial Aid office, as an "IT professional," which | |
| basically means that I do all sorts of technical stuff, from programming | |
| to maintaining the network to creating queries that pull data from the | |
| university's mainframe. | |
| I've been married for a little over six years, to someone who isn't an | |
| IF aficionado but who is wonderful about supporting my work and my | |
| ambitions. I'm very verbally oriented (you may have noticed) and love | |
| the complex uses of language. I also really enjoy programming, so of | |
| course I'm a perfect candidate to love IF. Aside from that, my other | |
| passions are music and comics, the latter of which has made the Earth | |
| And Sky series such a fun project to do. | |
| SPAG: How did you get interested in IF, and what led you to start | |
| writing your own IF? | |
| PO: The long answer to this question is the editorial I wrote for my | |
| first issue of SPAG, number 18. In a nutshell: my dad is a computer | |
| enthusiast, and we were sort of "first on the block" with a home | |
| computer -- initially an Atari 400, then upgrading to the | |
| sooper-big-time Atari 800. The first games I played on those machines | |
| either came in cartridge form or on cassette tapes, but shortly after he | |
| acquired a disk drive, he brought home Zork I for us to try together. He | |
| loves to bring home the coolest new things, and that was especially true | |
| when I was a kid; at that point the cool new thing was Zork. He lost | |
| interest in it before too long, but I was enchanted, and became a major | |
| Infocom devotee for as long as the company existed. | |
| I learned about the Internet right around the same time I was writing a | |
| paper about IF for a graduate class, and so of course some of my first | |
| Gopher searches were on "Infocom" and "interactive fiction." That led me | |
| to Curses, and once I figured out that there was a freely available | |
| language that would let me write Infocom-style games, suddenly a | |
| childhood fantasy was within reach. Being an Infocom implementor is | |
| still my dream job -- pity about living in the wrong time and place for | |
| it. | |
| SPAG: You've written four games now. What keeps you writing IF? | |
| PO: Well, in the case of the last game and the next one, it's the fact | |
| that I've made a promise to myself and to the audience that I won't | |
| leave the storyline hanging. Other than that, I suppose it's just the | |
| fact that I seem to have an unflagging interest in the medium. My first | |
| game was written to fulfill my dream of writing an Infocom-ish game, as | |
| I said above. LASH was just an idea that grabbed me and wouldn't let go, | |
| and I knew that IF was the perfect medium for it. A lot of the drive to | |
| write the Earth And Sky games has to do with the fact that I really, | |
| really wanted to play a good superhero game, and I wasn't entirely | |
| satisfied with any of the ones that had been released up to that point. | |
| So I wrote it because I wanted to play it. | |
| SPAG: Another Earth, Another Sky is the second in a series. What led | |
| you to make a full-blown series out of this story, rather than a | |
| single self-contained game? | |
| PO: One of the things I loved about superhero comics as a kid was their | |
| episodic nature. I really dug the way the stories just kept going and | |
| going, with characters and themes woven through the whole thing, | |
| disappearing and reappearing as the saga unfolded. Now, with the | |
| emphasis on story arcs that can be collected into trade paperbacks, | |
| that's becoming less true in comics, but when I decided to write a | |
| superhero game, I knew it needed to be episodic. Besides, I really | |
| wanted to take another shot at the competition, and didn't want to write | |
| something so big that it wouldn't be appropriate for the comp. Also, as | |
| a corollary to that, I guess, I really wanted more and faster feedback | |
| than writing the whole thing as an epic would have given me. LASH took a | |
| very long time to write, and I wanted my next piece to be a bit smaller | |
| in scope. | |
| SPAG: The first installment was essentially a superhero game, but | |
| Another Earth, Another Sky has sci-fi elements along with the | |
| superhero aspect. Is the series becoming a sci-fi series, or are | |
| there more genre twists ahead? | |
| PO: I wouldn't say it's becoming science fiction, really, and I didn't | |
| set out to do any genre blending with this game. What is true, though, | |
| is that these games are heavily influenced by the old Marvel comics from | |
| the 1960s, particularly The Fantastic Four -- one of the reasons I chose | |
| "Lee Kirby" as my pseudonym for the first game was to acknowledge my | |
| debt to Stan Lee and Jack Kirby, who wrote many of those early comics. | |
| The tropes of alien invasion and Big Science were intrinsic to many of | |
| Lee and Kirby's stories, probably as an outgrowth of the science fiction | |
| comics that preceded that period's big superhero revival, so that's why | |
| you see those themes reflected in my games. Ultimately, though, I see | |
| superheroes as more a subgenre of fantasy than of science fiction, if | |
| the division has to be made. | |
| SPAG: There seem to be allusions to other IF games here and there in | |
| AEAS -- the setting for a large part of the game is reminiscent of | |
| Small World, the dome in the desert evokes So Far, the underwater | |
| scene has echoes of Photopia, and the touchplates reminded me of | |
| Spider and Web. Or am I imagining these connections? | |
| PO: I wouldn't say you're imagining them, but I also didn't consciously | |
| try to pay homage to any of those games with the elements you mention. | |
| However, I have played all of them, and there's no question that | |
| everything that goes into my brain has an influence on me. Lots of | |
| people have mentioned the "Small World" connection, and I certainly | |
| remember feeling delighted with an IF landscape that formed a sphere, | |
| but the idea of having the PC be able to travel between disparate | |
| locales by means of superhuman leaps came more from old issues of The | |
| Hulk than from any particular IF game. | |
| SPAG: The game is sprinkled with Emily Dickinson quotes. Any | |
| particular reason for relying on that particular poet? | |
| PO: Well, aside from the fact that she's pretty much my favorite | |
| canonical poet, Dickinson was also part of the genesis of the series. I | |
| went through a period where I decided to read every Dickinson poem, but | |
| I found it too exhausting to just read them one after another, so I | |
| interspersed them with comics. Indulging in this weird combination while | |
| thinking about what I wanted to write next gave birth to this superhero | |
| series where the codenames are some of Dickinson's favorite touchstones, | |
| and the protagonists are named after the poet and her brother. The title | |
| and part of the inspiration for Another Earth, Another Sky came from the | |
| Dickinson poem that begins "There is another sky." | |
| SPAG: Will the third installment wrap up the series? | |
| PO: That's the plan at this point. I love writing these games, but it's | |
| a little disheartening to realize that each episode takes about a year | |
| to complete. I certainly wouldn't rule out further Earth And Sky games | |
| somewhere down the line, but I'll be ready for a break from them once | |
| the third episode is finished. | |
| SPAG: Any other plans for more IF writing? | |
| PO: Beyond the third Earth And Sky game, I'm not sure. I think I'll | |
| probably want to turn towards writing static fiction for a while, but I | |
| plan to keep editing SPAG, and I don't see myself leaving the IF | |
| community unless it seriously deteriorates. So I'd say there's an | |
| excellent chance I'll find myself struck with some great IF idea and | |
| banging out code again sometime in the future. | |
| =-=-=-=-=-=-=-=- | |
| Jon Ingold and Mike Sousa, authors of "Till Death Makes a Monk-fish Out Of Me!" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: We interviewed Jon last year when he won with "All Roads", so | |
| he's already answered this question, but you haven't, Mike: Could you | |
| tell us a little about yourself? Who are you, what do you do for a | |
| living, and so forth? | |
| MS: I was tempted to ask Jon to write my answers and try to convince him | |
| this is still part of the collaboration, but I had a feeling it wouldn't | |
| work, so here goes... | |
| MS: I'm 35, father of twin girls (born 4 years ago), happily married and a | |
| sports nut. I work in the technical group for an IBM Business Partner | |
| (been there for 13 years) -- we provide technology solutions to | |
| retailers. | |
| MS: I live in Massachusetts, work in Rhode Island and my two hobbies are | |
| home theater and interactive fiction. I also tend to write in small | |
| spurts. | |
| SPAG: And Jon, this time last year, you were a jobless third-year | |
| undergraduate at Cambridge with plenty of time to write. How has your | |
| life changed since then? | |
| JI: Muchly. I'm currently writing this from the office in the school | |
| where I'm working as a Maths teacher, which is an almost-full-time job | |
| in that I work 9 hours a day but usually have a good couple of free | |
| periods, which are spent writing. These days when the printer cartridge | |
| runs out, everyone immediately accuses me. Still, it's quite fun, and so | |
| long as I don't get more classes on my timetable I might be convinced to | |
| stay here a bit longer. | |
| SPAG: I understand you've done quite a bit of traveling during the | |
| past year. Have those experiences brought you any fresh inspiration | |
| for your IF or your other writing? | |
| JI: Not a great deal that I've noticed, actually. They're more just | |
| things I'm glad I did -- there's a charming freedom from responsibility | |
| when the only worry is whether or not you'll actually get the one bus a | |
| week to the nearest city, or whether you'll get someone to pick you up | |
| within the next two hours. That said though, I guess it all feeds | |
| through -- it was a year after coming back from Venice that All Roads | |
| formed. | |
| JI: Oh, actually, now I think about it; I did write a play about two | |
| people I met on a bus in Morocco. They were called Maria and Gonzalez - | |
| Maria was a octolingual stunner -- Gonzalez was a hairy muppet who fell | |
| off his camel, twice. | |
| SPAG: Mike, how did you first become introduced to IF? | |
| MS: My friend's dad had purchased an Apple something or other in the | |
| early 80's. Being arcade junkies, we thought we would give this thing a | |
| shot, so off we went to see what was available. The artwork on the box | |
| of Zork was eye-catching so we bought it. We were immediately hooked. | |
| MS: We then proceeded to purchase practically every Infocom title that | |
| was produced in the next 5 years. Thinking back, it was more fun to play | |
| as a team vs. playing solo. I think there's more enjoyment from solving | |
| a puzzle together or brainstorming about something. Also, when you're | |
| stuck on a hard puzzle, misery loves company... | |
| MS: I then took a break from IF for quite some time. In the mid 90's I | |
| came across 'Curses' and was amazed that something this good was still | |
| being created. A couple of years later I picked up TADS and Above and | |
| Beyond! was born. | |
| SPAG: Let's talk about this collaboration: how did it come about? | |
| JI: The personals column that is a post to raif. | |
| MS: I'll elaborate on that a little. This collaboration came about | |
| because of the success of the previous one, so let me start with that | |
| first. After the 2000 comp I realized what was missing from my game -- | |
| decent writing. I knew I could program fairly well and I thought I was | |
| creative enough but I felt that my writing was bringing the game down. | |
| Actually, some of the reviews for At Wit's End mentions the writing as | |
| needing help and that it was pedestrian. Being a problem solver, I | |
| figured the path of least resistance was to collaborate with a writer. | |
| MS: I posted a note to R*IF in late 2000 and received little interest | |
| but then to my surprise (and joy), there was a note from Robb Sherwin. I | |
| knew Robb was a terrific writer whose games sometimes suffered from | |
| not-so-strong coding. I thought it would be a good match. The result was | |
| No Time To Squeal, and even though the perception was that it had a | |
| major technical flaw, it still did relatively well (average score wise). | |
| MS: Now this collaboration... | |
| MS: Riding the success of NTTS, I figured I would try it again. I was | |
| humbled by the response and figured I would have a tough time picking a | |
| partner -- that thought ended when Jon's email showed up. I was floored | |
| that somebody with his resume wanted to collaborate so I jumped right on | |
| it. | |
| MS: We had every intention of getting the game into Adam's Spring Thing | |
| but our schedules didn't click so we opted for the fall comp. | |
| MS: I had a premise (or hook) and presented it to Jon. After several | |
| email exchanges the plot settled down and away we went. By the by, this | |
| email exchange as well as many other emails during the collaboration | |
| will be available on my "Till Death..." page. The page will be made | |
| available when version 2 of "Till Death" is released -- after the | |
| holidays. | |
| SPAG: What were the similarities and differences between your | |
| partnership with Robb and your partnership with Jon? | |
| MS: There is a long post of mine on RAIF (dated 11/19/02) which gets | |
| into this question in greater detail. Summing it up, the story for NTTS | |
| was mostly complete so Robb had a pretty good blue print to follow but | |
| for TDMAMOOM, only the hook was established. Both collaborations relied | |
| on the transcript method in terms of game play communication. | |
| SPAG: Jon, now that you've been through the experience of creating a | |
| collaborative work of IF, is there anything you would do differently | |
| next time around? | |
| JI: Er, for myself, I'd take it more seriously. The number of "Jon, are | |
| you still alive?" emails I had to be sent is rather embarrassing. | |
| SPAG: How do you think the experience of collaboration will affect | |
| your creation process while writing solo IF? | |
| JI: Probably not a great deal, to be honest. I've always bounced ideas | |
| around off people when writing games -- usually my friend who appears as | |
| an ill-fated marble bust in Mulldoon -- and otherwise solo writing is | |
| all about playing and replaying. | |
| MS: Collaboration has ruined me. No really, it has. A couple of weekends | |
| ago I was working on this scene for "At Wit's End Again" where there was | |
| this elevator crash. I wrote it 2 or 3 times. Each time I thought that | |
| Robb and Jon would have written that so much better and I got | |
| frustrated. Half kidding, of course. The real answer is that I will try | |
| and pay more attention to the writing. The coding comes easy. | |
| SPAG: Jon, what were some of the inspirations for your parts of Till | |
| Death? | |
| JI: That's difficult. The setting is from an atrocious short story I | |
| wrote for high-school English, which I thought at the time I'd stolen | |
| from "The Penultimate Truth" by Philip K Dick, though I'm assured by | |
| others that actually I didn't. The "hook" was Mike's idea, that he | |
| wanted to build the game around. The French pills come from a line in | |
| Hitchhiker's Guide -- "You could take some evening classes. I've got a | |
| bottle of them, little pink ones" -- and a short story I wrote about a | |
| country where everybody speaks in anagrams; the protagonist becomes | |
| famous for being able to solve the country's crosswords in record time, | |
| as the clues are all anagrams, but they're written in anagramised form, | |
| so our protagonist (a normal person) just copies the clue | |
| letter-by-letter into the grid. | |
| SPAG: And you, Mike? | |
| MS: I haven't played much IF since late '99, mostly because I've been | |
| busy creating it -- I still haven't finished Anchorhead, but I digress. | |
| Anyway, a common theme for lots of IF is to avoid the *** You have died | |
| *** message. Okay, not such a common theme today, but it's everywhere in | |
| A&B and AWE and some of the games that I did manage to play. So I | |
| thought it would be different to have the PC try to kill himself, but | |
| the game wouldn't allow it. There had to be a reason for wanting to kill | |
| yourself (I'm certainly not an advocate for suicide nor did I want to | |
| write a depressing game), such as, you're in the wrong body and that's | |
| the way to get out of it. "Till Death..." was born from that premise and | |
| then evolved to the game that it is today. | |
| SPAG: Were you wary of creating a game set in the by-now traditional | |
| comp environment of an isolated research station? What choices did | |
| you make with predecessors like Delusions and Babel in mind? | |
| JI: Actually, I never really thought about either of those. I was a | |
| little worried about the similarity to "Transfer" from two years ago, | |
| which I was involved with as a beta-tester. The main difference is | |
| probably in style though. | |
| SPAG: Speaking of style, I found the game's room descriptions quite | |
| striking indeed. Did you use any particular technique to come up with | |
| these, and what advice would you give authors who struggle with that | |
| part of IF creation? | |
| JI: Advice: don't just write something functional. You may as well try | |
| and phrase things in a vaguely interesting way, if you can. Oh, and do | |
| get hung up on trying to describe where the exits are, because there is | |
| nothing more dull than "You can go east, north, or west." | |
| SPAG: One thing that I thought was remarkable about the technical | |
| part of this game was its uncanny simulation of an Infocom or z-code | |
| look and feel, even though the game is written in TADS. What led to | |
| your decision to do this? | |
| MS: Um... I have no idea what you mean. | |
| SPAG: Well, it seems to me that Inform games tend to have a different | |
| sort of appearance than TADS games do, based mainly on interpreter | |
| defaults, I suppose. Inform games generally have tended to be closer | |
| to what Infocom games used to look like: monospaced font, often white | |
| on a blue background, a particular kind of header, and so forth. TADS | |
| games, by contrast, use a proportional font, black on a white | |
| background, and have things in there by default like "HTML TADS | |
| Interpreter" at the top. "Till Death" fits much more into the former | |
| category than the latter, despite being a TADS game -- it feels | |
| Inform-like, right down to the little serial number in the header. | |
| MS: Ahh... Okay, now I got it. Two factors here. | |
| MS: If you're using version 2.5.7 of the TADS interpreter, you'll have | |
| the Game Chest feature. This allows you to manage recently played games. | |
| One of the features is the "profile" setting which can be set to either | |
| plain text or multimedia. The default setting is multimedia (black text | |
| on white background, proportional font). However, a game author can | |
| imbed a gameinfo file in the .GAM file that the treasure chest will | |
| extract and override the default settings. I picked plain text which | |
| gave us the white text on blue, mono-spaced font which had the old | |
| Infocom look and feel. | |
| MS: As for the opening of the game, I actually used that for No Time To | |
| Squeal (serial number, etc...) so when I started Till Death, I used NTTS | |
| as a starting point. (When Robb had sent over his first transcript, he | |
| included the "serial number" look so I just went with it.) | |
| MS: So in summary, it was a combination of factors that gave it that | |
| look and feel -- some intentional (by coding), others by setting a | |
| switch made available by Mike Roberts' new 'terp. | |
| SPAG: How interesting -- I thought it was entirely intentional. So | |
| what did you guys think about this year's competition? Any favorite | |
| games? | |
| JI: Yup, "When Help Collides". It's genius. It's barmy, lucid, very | |
| nicely refracted with all its various parts that somehow connect and | |
| don't connect, and above all, it's a take on walkthroughs coming to | |
| replace in-built hint-systems, and it's almost unplayable without a | |
| walkthrough. Genius. I loved it. It was the only thing that really made | |
| me think, and just applaud with the bizarrity of it all. It was | |
| imaginative and new -- the first time I've seen IF where it's not about | |
| starting it up and getting through to the end, it's more about starting | |
| and fighting with middle for as long as you can cope with it. | |
| MS: Janitor, Another Earth, Another Sky and The Moonlit Tower got my | |
| votes this year for Miss Congeniality. I thought When Help Collides was | |
| funny as hell -- J.D. Berry is a riot -- but got slighted a bit because | |
| some players gave up on it too early. | |
| MS: The competition contained a lot of (well) tested games and that is a | |
| pleasant surprise. There seemed to be very few buggy games, and I think | |
| the scoring proves that. (i.e., nobody averaged under 2 as in years | |
| past...) | |
| MS: I did have an opportunity this year to read every review and I | |
| thought it would be interesting to review the reviewers. That post is | |
| floating somewhere on RGIF. By reading the reviews it gave me a pretty | |
| good idea of the games entered since I only played about half of them. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| MS: Start early. Don't begin coding until you have the plot done. Get | |
| your beta testers involved early and *trust* them. Try and play the game | |
| as if you know nothing about it. Play through it with 'script on' and | |
| then re-read the transcript a few days later, you'll be surprised at | |
| what you find. Add lots of synonyms. Describe all your first level | |
| nouns. Describe important second level nouns. Don't settle with your | |
| first attempt at a room description. Of course, any writing advice from | |
| me should be taken with a grain of salt. :) | |
| SPAG: Do you anticipate being able to write more IF in the future, | |
| and if so what are your plans? | |
| MS: Yes. I am working on At Wit's End Again (finishing up my Intro Comp | |
| entry) and I have a WIP of another release of No Time To Squeal which | |
| ties some loose ends up in the plot. I do plan on working on another | |
| collaboration in 2003. Of course, I know by saying that I'm risking not | |
| doing it... But with no risk, there's no reward... | |
| JI: Hmm. Don't know about the future. I don't have as much time as I | |
| used to, and so I'm trying to save myself from having to have a career | |
| by finishing this damn novel I've been working on for two years. I'm now | |
| very satisfied with chapters 1 and 2. 3 through 6 are okay, and it all | |
| goes to pot after that. When I lose enthusiasm for it, I tend to move | |
| back to the detective game I've been working on for three years now, | |
| which is still *this close* to being finished. Everything's finalised, I | |
| just to need to write a lot of cunning demons, and then make it a bit | |
| more playable. | |
| JI: I'll probably write something at some point. Can't say much more | |
| than that. | |
| =-=-=-=-=-=-=-=- | |
| Steve Evans, author of "Photograph" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: For starters, could you tell us a little about yourself? Who | |
| are you, what do you do for a living, and so forth? | |
| SE: Let's see. I'm 42 years old (which is somewhat older than most first | |
| time IF authors, I guess). I was born in Wales but my family moved to | |
| Australia when I was very young, eventually settling in Tasmania. I live | |
| in Hobart, where I'm currently working as a system administrator with an | |
| Australian government department. My role there is business oriented | |
| rather than technical, and involves working with programmers and other | |
| technical IT staff in developing and maintaining one of the department's | |
| computer systems. Besides IF, my interests include reading (I buy rather | |
| too many books), amateur paleontology, abstract board games | |
| (particularly Go & Shogi), and trout fishing in the Tasmanian highlands | |
| (something I don't do anywhere near enough of). British SPAG readers may | |
| have seen the BBC documentary series "Walking with Dinosaurs". Parts of | |
| that series were filmed in the highlands of Tasmania. If you can picture | |
| those stark mountain scenes from the documentary, but with fewer | |
| dinosaurs and more trout, then picture someone in the middle of it with | |
| a fishing rod. That'd be me. | |
| SPAG: How did you first become introduced to IF? | |
| SE: My introduction to IF came shortly after buying an Apple ][ computer | |
| in 1983. The first text adventure I played was (I think) Infocom's | |
| Starcross. That was quickly followed by Zork 1, and then by just about | |
| every other text or graphic adventure I could lay my hands on. | |
| Unfortunately, my Apple ][ only had 64k of ram, so it couldn't run the | |
| later Infocom V4 to V6 games. I didn't get to play any of those until I | |
| bought a Commodore Amiga in about 1988-89. By rights I should have been | |
| exposed to IF much earlier than I was. In high school and my | |
| matriculation years we had access to a PDP-11 mainframe via a teletype | |
| terminal. How I failed to discover ADVENT during that time, I've no | |
| idea. I suspect some sort of conspiracy must have been at work. It was | |
| well after playing some of the early Infocom games that I learned of the | |
| existence of ADVENT, or the other early mainframe adventures. | |
| Within months of discovering IF, I was thinking about writing a game. | |
| I'd been reading Richard Brautigan's humorous "gothic western" novel, | |
| "The Hawkline Monster", and as I read it I kept seeing it as a text | |
| adventure. I spent some time mapping it out with puzzles and so forth. I | |
| just did it as an exercise, knowing it was all going nowhere as I didn't | |
| have a development system, and probably wouldn't have got permission to | |
| do it as a commercial game even if I'd worked out how to do it. That was | |
| the beginning and end of my IF writing aspirations for 15 years or so. | |
| SPAG: You've mentioned other sorts of writing that you do besides IF. | |
| Can you talk a little about that? | |
| SE: I know I mentioned my writing in the background section of my comp | |
| game, but frankly, I haven't done much of it. I wrote a bunch of short | |
| stories in the late '70s and early '80s (including an incomplete, | |
| roughed out version of Photograph), but I wasn't happy with the results. | |
| The ideas were good, but the writing wasn't. In the mid-'90s the muse | |
| returned briefly and I completed a few stories, including Photograph. I | |
| received some favourable reactions to these later stories from family, | |
| friends and others I dared show them to, but the writing still left a | |
| lot to be desired. After rediscovering IF a few years ago, I saw an | |
| opportunity to get back to writing and combine it with my longstanding | |
| wish to do a text adventure. My comp game was the result. I'm pleased | |
| with some of the writing in the game. I think parts of it might almost | |
| be good. So now I'm finally all set to do some more, hopefully both of | |
| IF and straight fiction. | |
| SPAG: In her SPAG review of Photograph, Suzanne Britton calls the | |
| game "irredeemably fatalistic." Do you agree? | |
| SE: Firstly I must say that Suzanne sent me her review of Photograph | |
| early on in the judging period, and it was great to receive such | |
| feedback at that stage. Seeing her review gave me confidence that much | |
| of what I was trying to do with the piece had worked as I'd intended. | |
| But, as to being "irredeemably fatalistic"? No, I can't agree, or at | |
| least that wasn't my intention. Although, I can see how the game, and | |
| particularly the ending, could be viewed that way. It was important to | |
| me in writing Photograph that there was a message or possible spin on | |
| the ending about "seizing the day" or perhaps "not dwelling on things | |
| that can't be changed, but concentrating on living life". I didn't want | |
| this message to be overriding or the only view of the ending, or to be | |
| seen as trivialising the protagonist's psychological condition, but I | |
| had to allow room for the player to take that meaning. Much of the | |
| symbolism in the story was directed at giving the player some | |
| independent knowledge that Jack had problems and that his preoccupation | |
| with the past was causing him further damage. While I wanted the player | |
| to feel empathy with the protagonist, they also needed some warning that | |
| his view of the world was flawed, and that life just doesn't work the | |
| way Jack wanted it to. | |
| Choosing to do this story as my first piece of IF was a decision fraught | |
| with danger, and as I have said on rgif, a couple of people advised me | |
| against it. To be successful I had to draw a very fine line between | |
| being too obvious and too obscure in the symbols I chose and how I | |
| approached the story generally. Suzanne picked up on this in her review. | |
| The position of that line changed several times as I worked on the game, | |
| but no matter where it was set there was no escaping the fact that the | |
| story wasn't going to work for everyone. Overall, though, the whole | |
| thing came together better than I'd expected, and despite some rough | |
| edges, I was (and am) quite pleased with it. The thing I guess I regret | |
| most about the game is some of the unsubtle prompting, particularly in | |
| the later stages. I may clean up some of that one day. | |
| SPAG: Some of the reviews and newsgroup posts about the game seemed | |
| to suggest that it would appeal more to players who were 40 years old | |
| or older. What are your thoughts on that? | |
| SE: Yes, that's interesting. It surprised me a little, particularly as | |
| the story and its focus were largely laid out when I was still in my | |
| early 20's. But, perhaps I shouldn't have been surprised, as much of the | |
| detail in the work was either written or rewritten while in my early | |
| 40's and this may have come across more than I'd expected. I suppose | |
| that had I finished the story while in my 20's it would have been quite | |
| different from what it eventually became. | |
| One thing that really intrigued me is just how old and lived-in some of | |
| the reviewers found Jack to be. There were references to "old man" and | |
| "old coot". Hell, he may not have travelled well, but he was only 55! I | |
| guess his view of life and mindset are things that people may associate | |
| with older people. Although, I'm equally sure that many elderly people | |
| would strongly disagree with such stereotyping. | |
| SPAG: The game is peppered with quotes from books, poems, and songs. | |
| What works inspired its creation, and how? | |
| SE: I really liked the way quotes were used in some of the later Infocom | |
| games (like Trinity), and in many of the more recent works of IF that I | |
| admire. So I decided I'd also use them to break up the scenes and to try | |
| to strengthen what I was wanting to get across in Photograph. When | |
| looking around for suitable quotes, I turned to some of the authors, | |
| poets and music I've liked. In particular, I chose a couple of pieces | |
| from Kenneth Patchen, my favourite author/poet, and to my mind one of | |
| the most underrated writers and thinkers of our time. The musical | |
| references I drew mostly from the punk and post-punk bands whose music I | |
| grew up with, which included artists like Tom Verlaine and Television, | |
| the Ramones, Talking Heads, and the '70s and early '80s British and | |
| Australian punk scene. HEBGB Horror, anyone? | |
| As to the works that inspired the creation of Photograph, the only | |
| influence I recall was Oscar Wilde's "The Picture of Dorian Gray", which | |
| also featured a blurring of the distinction between alternate realities | |
| by means of a portrait. The dream scene was added well after I had the | |
| original idea for the story, and the inspiration for that was a | |
| wonderful short story by William Kotzwinkle about a corrupt pharaoh | |
| awaiting his judgement in the afterlife. Although, the main reason for | |
| choosing Egyptian elements for the story was that my wife has studied | |
| ancient civilisations and, as a consequence, we have a number of books | |
| on Egypt and Egyptian mythology lying around the house. | |
| SPAG: What's your assessment of the state of IF today? | |
| SE: IF is still very much a new medium, and I think we've only just | |
| begun to explore what can be done with it. I know there've been some | |
| concerns expressed on r*if that the entries in the last couple of years' | |
| comps haven't lived up to the promise of the 2000 games, and that the | |
| number of entries in 2002 was well down on preceding years, but I don't | |
| think there's cause for concern. There were some very good games | |
| released in 2001 and 2002, both within the comp and outside it. There | |
| have also been some innovative games (such as the Gostak, Constraints | |
| and When Help Collides) which have pushed the boundaries of text | |
| adventure convention, and others that have breathed new life into old | |
| tropes. Although there were fewer games in the 2002 Comp, by all | |
| accounts they were generally less buggy than in previous years and this | |
| may simply imply that authors are holding off releasing their games | |
| until they are ready. Certainly, the number of intentions to enter the | |
| competition this year were as high as ever. In addition, there are | |
| people discovering IF and becoming involved, who unlike some of us, | |
| didn't grow up with text adventures. So, despite some comments I've seen | |
| to the contrary, I think IF is in a pretty healthy state and can look | |
| forward to a bright future. | |
| SPAG: Do you anticipate being able to write more IF in the future, | |
| and if so what are your plans? | |
| SE: Well, I think it's safe to say that I've now been bitten by the | |
| *bug*. I'd very much like to write more IF, but will have to give | |
| careful thought as to what form it will take. The response to | |
| Photograph, and in particular its strong placing in the comp took me by | |
| surprise, and may have created a degree of expectation that I find | |
| daunting. While I've got some half-formed (half-baked?) ideas for my | |
| next game, I don't have any definite plans at this stage. However, I'd | |
| like the next one to be different from my first effort -- probably more | |
| puzzle than story based, and perhaps with alternative endings. We'll | |
| have to see. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| SE: This was the first year that I'd played many of the games during the | |
| judging period. In the past, I've waited for the results and reviews and | |
| then selected a few games to play. By all accounts the entries this year | |
| were generally less buggy than in previous years, which is clearly a | |
| step in the right direction. | |
| I thought the writing in Yoon Ha Lee's The Moonlit Tower was great, and | |
| look forward to seeing what Yoon may do with a larger story. I | |
| particularly liked Another Earth, Another Sky, TOOKiE's SONG, and the | |
| more experimental Constraints and When Help Collides. I also liked | |
| TDMAMFOOM, but I preferred the earlier sections of the game to the later | |
| bits. There are still some games I haven't played and look forward to | |
| trying, including Janitor and The PK Girl. Several games didn't appeal | |
| to me, but in the main it was an enjoyable experience. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| SE: Some of this may be stating the obvious, but nonetheless, here are | |
| my tips: | |
| 1) Read through past years' post-comp reviews and r*if comments, to give | |
| yourself some idea of what to expect. | |
| 2) Play through a few of the better comp games, and also a few that | |
| fared poorly. | |
| 3) Before designing your game, read as much of the wealth of material on | |
| game design in the IF Archive and elsewhere as you can. | |
| 4) Don't be afraid to ask for help with coding problems. There are | |
| always nice folk on raif who are happy to help out. | |
| 5) Get yourself some good beta-testers, the more and varied the better. | |
| 6) Understand that what's obvious to you is more than likely not going | |
| to be obvious to someone playing your game. | |
| 7) Listen to your testers. If a tester has a problem with something, | |
| someone else is certain to have a problem with it as well. Fix it. | |
| 8) Don't try to take short-cuts in coding and hope that no one will | |
| notice. They will. | |
| 9) Don't, whatever you do, submit a game to the comp if it's not ready. | |
| 10) See 9). | |
| KEY TO SCORES AND REVIEWS-------------------------------------------------- | |
| Consider the following review header: | |
| TITLE: 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. | |
| Authors may not review their own games. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| TITLE: Another Earth, Another Sky | |
| AUTHOR: Paul O'Brian | |
| EMAIL: obrian SP@G colorado.edu | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Glulxe interpreters | |
| AVAILABILITY: freeware IF-archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/glulx/eas2/ | |
| Directory with hints, release notes, and game | |
| VERSION: 1 | |
| Last year, Paul O'Brian entered a very short game called Earth and Sky | |
| into the competition under a pseudonym. This game introduced us to the | |
| fact that he intended to make a series of games based on two newly-made | |
| superheroes. The number one complaint about his first entry in this | |
| series was that it was just too short. So, this year, Mr. O'Brian makes | |
| up for it and produces his most puzzle-filled and detailed piece of IF | |
| to date. In Another Earth, Another Sky, you play Austin Colborn. This is | |
| the superhero who wears the "earthsuit." This suit gives him the | |
| strength of a giant and the capability of jumping over buildings. In | |
| part one, you played his sister, with the power to create fog, fly, and | |
| shoot electricity. I thought that Emily's powers would be more fun, but | |
| I was soon proven wrong. That super strength of Austin's is much more | |
| fun than I imagined. How many times have you wanted to break down a | |
| locked door only to be told something like "violence isn't the answer to | |
| this one?" Well, this time, you get to break those doors down. As for | |
| the story itself, there is a lot to learn. You are continuing your quest | |
| to find your parents. This search will eventually take you to an alien | |
| world that is quite unique. I really thought the descriptions made it | |
| easy to imagine. | |
| The thing that impressed me about this game is the detail. For example, | |
| there is a bedroom with curtains which can be opened and closed despite | |
| the fact that the curtains play no part in the story. Nearly every | |
| object mentioned in room descriptions can be examined. This is always a | |
| good thing to me. Of course, what would a Paul O'Brian game be without | |
| doors that can be unlocked from the inside and room descriptions that | |
| change as the PC learns about his surroundings? These elements are | |
| present and only add to the feeling of being there. | |
| So, is there any problem with the game? A few, but they are very minor. | |
| Mostly, they are a matter of personal taste. For example, I wanted to | |
| see more teamwork between the superheroes. Others have mentioned this, so | |
| I suspect we will see it in part 3. Another thing is that I preferred | |
| the titles to the sections in Part I over the Emily Dickinson quotes. | |
| They seemed more like what should be in a comic book and that is what | |
| this story is trying to emulate. As I said, this is personal | |
| preferences, and it wasn't enough to make me really downrate this game. | |
| It was a pleasure to play after some of the other competition games this | |
| year. Mr. O'Brian, a fine piece of work and a well-deserved first place | |
| finish! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| TITLE: Augustine | |
| AUTHOR: Terrence V. Koch | |
| EMAIL: teviko SP@G softhome.net | |
| DATE: September 2002 | |
| PARSER: TADS 2 | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware IF-archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/tads2/augustin/ | |
| Directory containing game, hints, walk-through, and release notes | |
| VERSION: 1.0 | |
| Terrence Koch is a new author to watch out for. While his first piece of | |
| IF, Augustine, isn't perfect, it has the right idea. In this story, you | |
| play a man who has lived over 600 years. Back in the early 1400's, your | |
| family and friends were wiped out in a brutal raid of your village. | |
| Though you were still a child, you sought the man who had done this and | |
| tried to kill him. You never got to kill him, but vowed that you would | |
| never rest until you did. He also made the same oath about you and you | |
| are now both cursed to live until one of you kills the other. The story | |
| tracks the history between the two of you all the way to 2002, where you | |
| meet on a ghost tour set aboard a ship. For some reason, you always meet | |
| in St. Augustine, Florida, so that city holds a special place for you. | |
| This is where the game gets its title. | |
| The author concedes that this game is similar to the TV series and movie | |
| called Highlander, but insists he came up with the idea independently. I | |
| thought this was a bit defensive, but I can understand where he's coming | |
| from. Anyway, I really liked the concept. The game alternates between | |
| the present and flashbacks with a few lengthy cut scenes. By the end, I | |
| felt like I had participated in a story, which is, to me, the whole | |
| purpose of interactive fiction. Granted, the story isn't perfect, | |
| especially in terms of spelling and bugs. There are several spelling and | |
| grammar problems as well as some parser quirks. Yet, when I played, I | |
| found myself overlooking a lot of this. It may have been because I had | |
| played a particularly buggy entry just before it and was willing to | |
| overlook problems if the game at least made sense and didn't spit out | |
| nonsense every few moves. Also, I give a lot of leeway to an author who | |
| attempts to tell a story as complex as this in such a short game. | |
| Interactive flashbacks, in particular, are extremely difficult to do | |
| well -- too much interaction and the whole story has been changed. Too | |
| little, and it may as well be a long cut scene. The author strays back | |
| and forth across this line. The opening flashback, which details the | |
| village raid, is more like an instant death puzzle. How can you die in a | |
| flashback? Later flashbacks still have some possibility for ending the | |
| game abruptly, and even later, it is practically impossible to change | |
| the predetermined course of events. As I said, this is tricky ground, | |
| especially for a first-time author. The biggest problem with the way the | |
| story is presented is that the flashbacks are too close together. Near | |
| the beginning, you take a walking ghost tour which is almost completely | |
| non-interactive. You basically follow your tour guide and read long | |
| descriptions of the thoughts going through your mind. This would have | |
| been a perfect time to place the flashbacks, but instead, they are all | |
| bunched together on the ship. | |
| So, overall, I liked the story, but the implementation was problematic. | |
| I would really like to see a post-competition release of this game. With | |
| a bit of cleanup, it stands to be an outstanding first work. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Roberts <mjr_ SP@G hotmail.com> | |
| When I came to the part of "Augustine" where the player character takes | |
| a guided tour of the city of the game's title, I immediately recognized | |
| what had been vaguely bothering me about the game up to that point. The | |
| guided tour is not just a major chunk of the game's plot; it's at the | |
| heart of the game's design. The entire game is, in a way, a guided tour, | |
| and has some of the good and bad features of any guided tour. | |
| The story opens in the year 1400, somewhere "just outside of Wales," | |
| where the player character is a young villager. A cruel warlord rides | |
| into the village with his army, and proceeds to kill everyone in the | |
| village except the player character. The PC manages to evade the | |
| soldiers by hiding; after the raid, the PC vows vengeance on the | |
| warlord, and sets out to track him down. From here, the story gives us a | |
| capsule summary of the PC joining an army that opposes the evil warlord, | |
| training for combat, and entering his first battle against the warlord. | |
| In the course of the battle, we encounter the warlord himself; we chase | |
| him into a hidden part of his castle, where a magical transformation | |
| causes both the PC and the warlord to become effectively immortal, | |
| immune to death or serious injury except at one another's hands. | |
| That might sound like a lot of story, and it is; but the interactivity | |
| through this part is so limited that it takes all of about twenty turns | |
| to get this far. I think the author intended this portion as an extended | |
| introduction, and couldn't resist the temptation to cram the entire | |
| back-story here; but the trade-off is that all of these big events are | |
| just sketched out, and you feel like you're being rushed along. The | |
| opening scene where the PC's entire family is killed, for example, ought | |
| to have a visceral emotional impact; but it doesn't, because we haven't | |
| really had a chance to meet any of the other characters or see their | |
| relationship to the PC. It also doesn't help that the PC has to just sit | |
| there and hide during the whole enemy raid scene; it would have been | |
| more satisfying if the PC had tried his best to defend the village but | |
| had been unable to overcome the superior force of the raiders. | |
| (Explaining how the PC survived in this scenario might have been | |
| trickier, but not impossible; he could have been badly wounded and left | |
| for dead, for example.) But the PC so willfully keeps his distance from | |
| the action that it distances us as well. | |
| The story next moves from 1400 to the modern day, where the main action | |
| is set. The PC is still alive, thanks to the magical transformation, and | |
| is now in the town of Augustine, Florida. Here the plot development | |
| becomes less frantic, and we're able to do some more leisurely | |
| exploration. Even here, though, our exploration options are limited, | |
| more so than they first appear; we can walk through the town's streets, | |
| but we can't enter any of the buildings. This is where I first got the | |
| feeling that I was in a museum, with velvet ropes keeping me on the | |
| approved path and safely out of reach of the exhibits. In fact, this is | |
| exactly where we eventually take the actual guided tour; the tour guide | |
| leads us around these same streets, pointing out historical events that | |
| took place in all of those buildings we can look at but not enter. | |
| The guided tour is an interesting device for filling in the back-story, | |
| but in this particular game it seems an odd choice. During the tour, as | |
| the guide points out bits of history, the PC reminisces about his | |
| personal involvement in those events. Why, then, doesn't the PC have | |
| anything to say about all of those significant places when visiting them | |
| on his own, outside the tour? The PC doesn't even seem to recognize the | |
| places before the tour. I can understand why the author wanted to dole | |
| out the back-story using the tour, but there's no good reason within the | |
| context of the story that the PC shouldn't be able to reminisce all by | |
| himself; the tour as a narrative device seems better suited to a | |
| static-fiction rendition of the story. | |
| As for the writing, it's mostly decent, but I have a few quibbles. The | |
| technical polish is a bit spotty in places: there's at least one | |
| it's/its confusion, some weird comma placement, and a few spelling | |
| errors. The story in one place uses "ironic" to mean "coincidental" | |
| (which I hear is the latest direction in the drift of the popular | |
| meaning of "ironic", "sarcastic" being the previous one, but this is the | |
| first time I've personally spotted this new meaning in actual use). The | |
| writing affects a style that I think is meant to evoke the sweeping | |
| historical epic; this gives the writing a certain stiltedness in places, | |
| but you get used to it pretty quickly. | |
| It probably sounds as though I didn't like this game much, given the | |
| number of weaknesses I've focused on; but I wouldn't have gone into so | |
| much detail if I didn't at least want to like it. I actually didn't warm | |
| to the game immediately, partially because I was put off by some of | |
| these design problems and partially because the story seemed awfully | |
| similar to the film "Highlander" (a resemblance the author acknowledges | |
| in the README file, with an explanation that it's a coincidence). | |
| However, as I got further into it, I found I was enjoying the game quite | |
| a bit. The feeling of running on rails remained, but it was less obvious | |
| after the early parts of the game; and more importantly, the story | |
| became increasingly engaging as it progressed. There's simply a lot of | |
| story here, especially considering the constraints of the competition's | |
| two-hour play limit (which the game does a pretty good job of obeying) - | |
| and as the plot develops, the resemblance to "Highlander" fades. | |
| "Augustine" has plenty of flaws, but its story is interesting enough | |
| that it's worth a look. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Roberts <mjr_ SP@G hotmail.com> | |
| TITLE: Concrete Paradise | |
| AUTHOR: Tyson Ibele | |
| EMAIL: ivanisavich SP@G yahoo.com | |
| DATE: September 2002 | |
| PARSER: TADS Standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/tads2/concrete/concrete.gam | |
| VERSION: 1.0 / 052202 | |
| I'm not sure what this game was meant to be. The story seems to be about | |
| a carefree youngster, whose age is never precisely specified but which | |
| we can infer must be in the late single digits or early teens, who's | |
| sent away to an island prison for life due to an essentially trivial and | |
| unintentional crime. The main story takes place three years into the | |
| life sentence, and revolves around escaping the prison. | |
| The opening of the story is somewhat jarring, in that before the player | |
| character gets sent to prison for life, he's portrayed as an innocent | |
| kid who's not even trying to get into trouble. We're not really trying | |
| to do anything at all, for that matter; there's not any particular goal | |
| at this point. | |
| On my first couple of tries at the opening scene, I figured the prison | |
| sentence must simply be an elaborate "death" scene. In other words, I | |
| figured that the game was telling me the equivalent of "*** You have | |
| died ***", which is the traditional message an IF game displays when the | |
| player character is killed by an incorrect action. I got this impression | |
| because the actions in question seem so random and trivial, and because | |
| there are lots of them; in some games, such a variety of ways to "die" | |
| would simply indicate boundaries of the game, with the deadly | |
| consequences meant to guide players away from those boundaries and back | |
| to the correct path. (It's not an especially subtle way of marking a | |
| game's boundaries, and authors lately tend to favor other means, but | |
| plenty of older games use this approach.) However, after a few tries, I | |
| realized this must actually be the way forward in the story. | |
| Once we're in the prison, there's nothing to do but set about escaping. | |
| And here we encounter another jarring plot development: almost | |
| immediately, we have to kill a guard in the course of our escape. The | |
| player character's original crime is depicted as essentially accidental, | |
| with no evil intent, but the murder of the guard is quite deliberate. | |
| It's made clear that the player character is no psychopath -- he feels | |
| bad after the fact that he had to kill the guard -- but this just means | |
| he's become an utterly ruthless pragmatist who kills in cold blood when | |
| it serves his goals. | |
| So is "Concrete Paradise" a cautionary tale, a meditation on the | |
| poisonous consequences of vindictive criminal justice, that turns an | |
| innocent youth into a vicious killer in a few years' time? | |
| Probably not. As the game progresses, it seems quite free of such | |
| serious implications; this is simply a puzzle game that happens to have | |
| some rather grim plot elements. If anything, the sensibility is | |
| cartoonish, the grimness of the plot just a wild exaggeration for the | |
| sake of an interesting story. | |
| As a puzzle game, "Concrete Paradise" is serviceable, but suffers from a | |
| few flaws. The most consistent is a certain fussiness about command | |
| phrasing; in some places, an alternative syntax will reply with a | |
| message about the command you should be using (which is annoying enough: | |
| if the game can tell me "try this instead," it should almost always just | |
| do that instead, instead), but in many others it simply didn't recognize | |
| reasonably conventional phrasings for things that could be accomplished | |
| with other phrasings. Which isn't quite as bad as the usual "guess the | |
| verb" problem, where the only correct phrasing is unusual; rather, the | |
| correct phrasing in these cases is perfectly ordinary, but other | |
| equivalent ordinary phrasings aren't accepted. | |
| Another deficiency in some of the puzzles is insufficient information to | |
| motivate the solution. In one place, for example, I think you're | |
| expected to simply try different directions randomly; in the location in | |
| question, it's clear that you can't see where you're going, so this | |
| isn't as bad as an unannounced exit in an otherwise ordinary location, | |
| but you're given no reason to think the location would have any exits | |
| other than the one you came in from. In other places, objects -- or | |
| details of objects -- are found to be unusual only after close | |
| inspection, even though they should be obvious at less detailed levels | |
| of examination. For example, if there's something obviously unusual | |
| about a wall, I shouldn't have to examine the wall to discover that, | |
| because an obviously unusual feature of a major room component ought to | |
| warrant mention in the room's top-level description. | |
| Despite the occasional flaws in its puzzles, and the puzzling thematic | |
| intentions, this game is fairly well written and playable. I didn't feel | |
| greatly drawn in, mostly because of the unclear motivations of the main | |
| character, I think; but most of the puzzles are logical and well | |
| integrated into the story, and so are satisfying to solve. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Tony Baechler <baechler SP@G myrealbox.com> | |
| TITLE: Constraints | |
| AUTHOR: Martin Bays | |
| EMAIL: martin SP@G zugzwang.port5.com | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/constraints/constraints.z5 | |
| VERSION: Release 1 | |
| If I had to describe this game in one word, I would pick "crazy." This | |
| game, or series of mini-games, is wacky. Yes, it makes some sort of | |
| weird sense, but you will probably only get a headache trying to figure | |
| it all out. No, it is not confusing. The stories or sections in | |
| themselves are easily understood. Trying to put all of them together and | |
| figure out what the author's point is will drive you crazy, so just sit | |
| back and enjoy the ride. | |
| The fun of this game is not the puzzles or trying to figure out what to | |
| do. For example, in "Falling" it is completely obvious what is | |
| happening. You are falling and there is nothing you can do about it. The | |
| enjoyment comes in trying every weird or wacky response you can think of | |
| and watching what happens. I particularly liked "xyzzy." Ultimately, you | |
| are forced to go along with the ride but it is short and amusing. After | |
| you have finished, try "walkthrough" to see what I mean. | |
| In another section, you get a completely opposite response to what you | |
| expect. If you type "z," you get "Time does not pass." In fact, no | |
| matter what you do, you cannot affect anything. Again, in terms of a | |
| puzzle this is rather minimal and boring. The entertainment is in trying | |
| everything. I can easily imagine this game becoming an IF classic in its | |
| own right. I would definitely not recommend it for new IF players, | |
| although it can show off what a really good parser can do. It goes | |
| without saying that anything I could think of got a response and I think | |
| I never got a default library message. | |
| Unfortunately, there were two problems. One is an unnecessary use of | |
| profanity. It added nothing and the game would have had just as much | |
| charm without it. This is really too bad. The other problem was a very | |
| small grammar error. Towards the end, it says "hint's" instead of | |
| "hints." This is very small and would normally be overlooked, but for a | |
| game which is otherwise so well written it stands out. The final problem | |
| is an unnecessary maze. No, this is not a typical IF maze, but a Nethack | |
| style maze. I wish I could have found a way to finish it because it | |
| would be nice to see the closing text, if any. Oh well. | |
| All three of the above brought the game down a point or two. If there | |
| would have been a different constraint instead of the maze, this game | |
| could rank a 10. It is not that I never give out scores that high, it is | |
| just that most games are not worthy. I might give it another point | |
| anyway, but I doubt it. This is just a suspicion, but I think Magnus | |
| wrote this. It is not his traditional writing style, though. | |
| My comp rating: 8 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Roberts <mjr_ SP@G hotmail.com> | |
| TITLE: Eric's Gift | |
| AUTHOR: Joao Mendes | |
| EMAIL: joao.mendes SP@G netcabo.pt | |
| DATE: September 2002 | |
| PARSER: TADS Standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/tads3/ericgift/ericgift.t3 | |
| VERSION: IF Comp Release | |
| This is one of those stories where you have to get to the end to fully | |
| understand what's going on at the beginning, so I won't say anything | |
| about the storyline except that it was interesting throughout, and the | |
| ending satisfying. Otherwise, I'll limit my comments to the work's more | |
| technical aspects. | |
| This game falls into the puzzle-free category, where a lot of authors | |
| have focused their efforts in the past few years, especially for | |
| Competition games. In overall form, this one is fairly typical of the | |
| category: very little inventory, a small number of locations with lots | |
| of detail, and well-developed characters. Puzzle-free games vary in | |
| their degree of interactivity; at one extreme, you just sit there and | |
| press the space bar to get to the next chunk of text, and at the other | |
| you do more or less the same things you'd do in a more traditional game, | |
| but never encounter any locked doors or other obstacles. "Eric's Gift" | |
| is at the latter end of the spectrum; it even uses the traditional | |
| ASK/TELL conversational system, rather than one of the more constrained | |
| systems often seen in puzzle-free works. | |
| Conversation is a big part of this game, and it's handled quite well. I | |
| usually don't like ASK/TELL very much as a conversation system, because | |
| it's so artificial: in real life, you never just walk up to random | |
| people and start unceremoniously peppering them with questions -- and if | |
| you did, they wouldn't just answer as though they'd been standing there | |
| all day waiting for you. There's an ebb and flow to a real conversation, | |
| and a certain amount of protocol for initiating and terminating one. | |
| "Eric's Gift" does a couple of things to make its ASK/TELL style of | |
| conversations seem much more natural. First, each question is narrated: | |
| when you type an ASK ABOUT command, the story puts your question into | |
| the narration: | |
| >ASK BOB ABOUT LANTERN | |
| "Do you know how to work this thing?" you ask Bob, holding up | |
| the lantern. | |
| Bob takes a look at it. "You probably need a new battery." | |
| This game didn't invent this technique, certainly, but it works well | |
| here. It's surprising that more games don't use this device, because | |
| it's simple to implement and a big improvement over the traditional | |
| style of showing only the other character's response. Some people | |
| complain that narrating a question puts words into the player's mouth; | |
| but in a game that distinguishes the player from the player character, | |
| it's actually putting words in the player character's mouth, which is a | |
| different matter. And anyway, there's some implication of words in the | |
| PC's mouth no matter what: it's not as though the PC is literally meant | |
| to say simply "LANTERN?" That's part of what feels artificial about | |
| unnarrated questions; clearly the PC is meant to be posing a question in | |
| some normal conversational form, so it's weird to omit it from the | |
| narration. For authors who can't get past the words-in-mouth thing, | |
| perhaps you could at least narrate the fact that a question was asked - | |
| just something like "You ask Bob about the lantern"; this would serve as | |
| the ASK ABOUT equivalent of the simple acknowledgment that a command | |
| like TAKE or DROP would get. | |
| The second conversation technique this story uses is to establish a | |
| certain amount of context to each conversation. One of the things that | |
| usually makes ASK/TELL feel unnatural is the way you walk up to an NPC | |
| who's never seen your character before and ask a question, and the | |
| response makes it sound as though you're an old friend and you'd been | |
| gabbing for half an hour already. Why would the NPC just answer, rather | |
| than asking who the heck are you and what's with the scuba get-up? This | |
| game is different; each conversation has a clear starting point, | |
| establishing that we're engaged in conversation for subsequent queries. | |
| This allows a certain amount of normal conversational protocol to be | |
| observed. The game also arranges things so that once a conversation has | |
| begun, it stays the focus of the interactivity for a while, further | |
| enhancing the sense of an ongoing conversation. The game accomplishes | |
| this largely through a limited physical setting, so there's not a lot to | |
| do other than continue conversing -- which works well here, but it | |
| obviously wouldn't be appropriate for every game. Despite the limits on | |
| the PC's options during conversations, I never had the sense of being | |
| tied to a chair; the limits are subtle and gentle, since they're | |
| presented as motivational rather than physical constraints. | |
| In sum, this is a well-implemented piece of puzzleless IF with an | |
| interesting story. It doesn't break extensive new technical ground, as | |
| it mostly relies (with fairly good results) on techniques that have been | |
| developed in other puzzle-free works over the past few years; its | |
| conversational system does have some subtle refinements that are worth | |
| looking at, though. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Roberts <mjr_ SP@G hotmail.com> | |
| TITLE: Evacuate | |
| AUTHOR: Jeff Rissman | |
| EMAIL: unknown | |
| DATE: September 2002 | |
| PARSER: TADS Standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/tads2/evacuate/Evacuate.gam | |
| VERSION: 1.0 | |
| This game reminded me of "Planetfall", which is probably inevitable for | |
| a story about escaping a spaceship on the verge of destruction. | |
| "Evacuate" is hardly a Planetfall clone: the plots and settings are | |
| really only similar to the extent that they both start on spaceships in | |
| urgent need of evacuation, and there's nothing in this game that's | |
| directly borrowed from Planetfall. Even so, there are stylistic | |
| influences here and there that brought Planetfall to mind while playing. | |
| The plot is that the player character has to escape a spaceliner that's | |
| been attacked by an enemy ship and is rapidly falling apart. The PC has | |
| somehow slept through the attack, and by the time he wakes up, everyone | |
| else has already left the ship via escape pods. Not surprisingly, the | |
| damage the ship has sustained makes it more difficult to escape, since | |
| some escape routes are blocked by rubble, and many of the ship's systems | |
| are no longer operating properly. | |
| The story and setting are perfect for a traditional puzzle-solving | |
| adventure: the scene of a disaster is naturally full of physical | |
| challenges, and the science fiction setting means that virtually any | |
| kind of machine or device is fair game for mechanical puzzles. The game | |
| doesn't squander this advantage: it does a great job of developing | |
| story-driven puzzles, and virtually every goal is based on overcoming | |
| some obstacle to escape created by the damage to the ship. Most of the | |
| puzzles involve machinery that would be plausibly in the player | |
| character's path of escape. Only a few puzzles feel deliberately | |
| contrived as puzzles; the worst of these is a maze, which has a | |
| relatively interesting gimmick as mazes go but still sticks out as | |
| highly contrived. | |
| (Actually, I'm probably being far too easy on this maze; because of the | |
| competition's time constraints, I was already using the walk-through by | |
| the time I reached it, so I didn't even try to figure out the maze on my | |
| own. If I had tried, I would probably not be so dispassionate. The | |
| maze's gimmick is interesting, but it's not one of those gimmicks that | |
| lets you bypass the drudgery of brute-force mapping with a flash of | |
| insight; on the contrary, it's one of those gimmicks that requires you | |
| to have the flash of insight before you can even start on the drudgery | |
| part. If I hadn't already been using the walk-through, this maze would | |
| undoubtedly have sent me straight to it, and I undoubtedly would have | |
| few kind words to say about it.) | |
| Even though the puzzles are integrated well into the story, many of | |
| their solutions seem arbitrary. There are two ways for a puzzle to make | |
| sense: before you solve it, or after. In the latter category, a puzzle | |
| can make perfect sense after you know the solution, but only because the | |
| solution contains information that helps explain the logic, or because | |
| it wasn't clear until after solving the puzzle that it was a puzzle in | |
| the first place. This kind of puzzle isn't as bad as the kind that makes | |
| no sense at all, but it can still seem arbitrary, since there's no way | |
| to explain why the player character, within the context of the story, | |
| would have thought to do the right thing. This is the kind of puzzle | |
| that seems to occur many times in this game. | |
| Two things are lacking in many of this game's puzzles: hinting, and | |
| motivation. A few puzzles would be much more fair if they provided a | |
| hint when the player tried doing something close to the right thing; in | |
| one place, for example, we have to use a fairly unusual command to open | |
| something, but using a plain OPEN command doesn't give any encouraging | |
| feedback. The OPEN command should respond with an explanation of why the | |
| object can't be opened directly; this would suggest that opening the | |
| object is the right idea, but we need to figure out how. As it is, the | |
| response to OPEN merely suggests that the object isn't openable at all. | |
| Other puzzles simply had syntax that was too specific; for example, in | |
| one situation we must DIG IN something to move it, but none of MOVE, | |
| TAKE, PUSH, or PULL have any effect on the object. | |
| The game's writing is quite good. It's especially above par for a | |
| puzzle-oriented game, since authors of such games tend to put a lot more | |
| effort into the puzzles than into the writing. The setting is especially | |
| well described; the locations are richly imagined and described in great | |
| detail, and are implemented to substantial depth as well. I greatly | |
| enjoyed exploring the early parts of the setting; it was sort of sad | |
| that the ship was being destroyed, since it would have been fun just to | |
| explore it more. | |
| I have a small complaint about the pacing of the plot. Despite the | |
| obvious urgency of the situation, there's no real *feeling* of urgency | |
| to the player character's actions. If you just wander around the ship | |
| doing nothing, the supposedly critical situation doesn't deteriorate one | |
| iota. Now, I'm not suggesting that I'd prefer the game to have a timer | |
| forcing you to complete certain tasks in a certain number of moves; that | |
| would only make the game mechanics too obvious by forcing the player to | |
| constantly save and restore, which for me destroys any sense of | |
| immersion by reducing the story to a puzzle-box to be taken apart and | |
| solved. Nonetheless, it's strange in this particular story that, despite | |
| the blaring klaxons and piles of rubble everywhere, the setting is | |
| completely static, and doesn't change except in response to the player | |
| character's actions. I don't have a lot of suggestions for how to | |
| improve this; it's difficult in interactive fiction to invest | |
| time-critical situations with a real sense of urgency without either | |
| putting the game firmly on rails or killing the PC, neither of which I | |
| like. In this particular game, I think it might make a big difference if | |
| the ship at least felt like it was falling apart in real time, by | |
| showing some locations to grow noticeably worse as the game proceeds. | |
| The deterioration need not be life-threatening or alter the course of | |
| the plot; a new pile of rubble could appear in a hallway, for example, | |
| making the hallway harder to pass but still passable. | |
| I enjoyed the writing and detailed setting of this game. Given the | |
| two-hour Competition judging time limit, I had to consult the | |
| walk-through, so I didn't get the full effect of solving all of the | |
| puzzles. My sense, though, is that many of the puzzles are quite | |
| difficult by virtue of being rather arbitrary; however, they're probably | |
| no more so than in a lot of other adventures, so people who enjoy | |
| solving hard adventure game puzzles might find this a good challenge. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| TITLE: Fort Aegea | |
| AUTHOR: Francesco Bova | |
| EMAIL: fbova SP@G mts.net | |
| DATE: September 2002 | |
| PARSER: Inform standard | |
| SUPPORTS: any Z-code interpreter | |
| AVAILABILITY: Freeware, If-archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/ftaegea/ | |
| Directory with game and various maps in PDF files plus walk-through | |
| VERSION: 2 | |
| It has been said that when being interviewed, you are primarily judged | |
| by the first 10 seconds. For me, this is partly true of Interactive | |
| Fiction as well. I am more likely to stick to a game which has a good | |
| introduction than one whose introduction is poorly written. An | |
| introduction full of spelling errors and bad grammar makes me tend to | |
| question the game. In this regard, I was really unsure what to think | |
| when I loaded up Fort Aegea and got this introduction. | |
| "AAACHOOOO!!" | |
| Waking up with a start, you stare blankly into space, and rub your | |
| watery eyes. While fumbling around on your night table you find a | |
| piece of parchment in which to blow your nose and wipe your brow. | |
| It's spring and with it comes your annual bout of hay fever; a | |
| condition that is certainly not made any better by the fact that | |
| you're living on an outpost in the wilderness. No matter. You rise | |
| from bed with a yawn and a stretch, trying to focus mentally for the | |
| day ahead. | |
| Being the sole Priestess representing the Order of the Amylyan Druids | |
| in this distant Northern outpost has never been easy. However, as the | |
| settlers are incredibly humble and always helpful, your experience | |
| has been very rewarding. | |
| Oh well, another day filled with dispute resolution, work | |
| preparation, and general governance over your small settlement. The | |
| sun hasn't risen yet, so you still have a few minutes to yourself. | |
| I don't think there's ever been a PC in all of IF with hay fever, and | |
| the only case of hay fever I can recall offhand is the ogre in | |
| Spellbreaker. So, right off, I had a good sense of my character, but no | |
| clue what the story would be about. This is often a good thing, and the | |
| story in this particular game is complicated enough that a lengthy | |
| introduction would be a detriment, but still, this didn't do anything | |
| but make me wonder what I was getting into. | |
| This game is a sequel to The Jewel of Knowledge, and that made me feel a | |
| bit odd since I'd never gotten around to playing that particular game. | |
| However, this one stands on its own for the most part. The story is | |
| described in an interactive prolog which is a nifty idea. Basically, | |
| it's just another ordinary day until a farmer comes in through the gate | |
| of Fort Aegea badly wounded. He tells you of a demon who wants the blood | |
| of 4 virgins over 30 just before dying. Terrified, you consult some | |
| higher authorities and learn that this demon is actually a dragon. The | |
| dragon breathes toxic gas rather than fire and is rather nasty. | |
| Desperately hoping to save the fort from certain destruction, you let | |
| the dragon talk you into a dangerous game of cat and mouse. You have to | |
| survive the day while the dragon tries to kill you. If you survive, he | |
| will leave. Otherwise, he has the whole fort's population for lunch. So, | |
| the bulk of the game involves trying to keep your hide intact and | |
| protect others. | |
| There were two things I really disliked about this game. First of all, | |
| and by far the most important, there is a huge amount of violence in the | |
| story. While I can understand that dragons are mean and hurt people, I | |
| think the author went a bit too far. For example, a husband and wife | |
| with a baby are some of the people you try to help. First, the husband | |
| dies like so: | |
| The Dragon throws an agile paw at Pierre and knocks him heavily off | |
| the path and unfortunately, off a precipice that you're sure will end | |
| off a few hundred meters down the side of the mountain. | |
| "PIERRE!" screams Annie, the look of hysteria gaining momentum on her | |
| face. She hands you Etienne and sobs, "You must protect him | |
| Priestess, at all costs!" | |
| Annie turns to face the dragon and begins running. | |
| As is obvious, the next move, Annie meets her maker even more violently: | |
| Annie runs screaming head first into the Dragon's midriff. The dragon | |
| deflects her mild blow and clasps his arms around her waist with | |
| little effort. There is a short struggle followed by a bone-crunching | |
| snap, after which the Green Dragon throws Annie's lifeless body into | |
| the shrubs surrounding the clearing. His visage shows a hint of pity. | |
| It wouldn't be so bad if these were the only instances of such, but this | |
| sort of thing happens repeatedly throughout the story. There is some | |
| attempt to explain it at the end, but I found it to be a thin excuse. | |
| The second thing that hurt Fort Aegea for me is the spell casting. You | |
| have a few spells you can cast which have very unique effects. However, | |
| the problem is that almost every single puzzles solution involves | |
| casting one of about four spells. There is one spell that is completely | |
| useless in the game, though. The game specifically mentions that you are | |
| an experienced druid and therefore have many spells memorized. I would | |
| have preferred it if more of the puzzles involve non-magical solutions. | |
| I keep thinking of Graham Nelson's The Craft of Adventure in which he | |
| warns against overuse of magic. He said "the majority of puzzles should | |
| be soluble by hand -- or else the player will start to feel that it | |
| would save a good deal of time and effort just to find the 'win game' | |
| spell and be done with it." I completely agree with him on this point | |
| and note that in the entire Enchanter trilogy, there are at least some | |
| puzzles that can be solved without magic. One good thing about the magic | |
| system is that you never have to learn spells. You always have them | |
| memorized and can even look them up individually through a menu. The | |
| spell names also make sense for a change. For example "crewa" means | |
| create water. So, I didn't mind the magic system, and some of its uses | |
| were clever, but I would have preferred that more than one or two | |
| puzzles could be solved without it. | |
| I think the best thing this game has going for it is the completeness of | |
| the world. It is a fairly detailed world model and it feels very real | |
| with the exception of the description of the dragon that sounds like it | |
| came straight from Dungeons and Dragons or one of its imitators. Another | |
| plus is the interactive introduction. It lets the player get comfortable | |
| with the environment, start to understand what things are normally like, | |
| and to really appreciate the shock of the dragon's sudden appearance. | |
| Lastly, the game has two endings, and I always find multiple endings to | |
| be a nice touch when done well. | |
| So, overall, Fort Aegea is a real mixed bag with both good and bad | |
| points. I rated it a 6 in the competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: J. Robinson Wheeler <jrw SP@G jrwdigitalmedia.com> | |
| [This review originally appeared on Rob's webpage at | |
| http://raddial.com/if/reviews/index.html] | |
| TITLE: The Granite Book | |
| AUTHOR: James Mitchelhill | |
| EMAIL: warning SP@G hotpop.com | |
| DATE: September 2002 | |
| PARSER: TADS | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/tads2/granite/granite.gam | |
| VERSION: 1.0 | |
| I've taken a slightly different approach to reviewing this work, the | |
| latest by the author of the most-vilified game of last year's | |
| competition. My usual practice is to write my thoughts down as soon as I | |
| reach the end of the game. For this one, which left me more than a | |
| little baffled, I didn't write anything right away. I took a brief break | |
| to mull it over, then I engaged a couple of friends in conversation | |
| about it, sharing my reactions and processing theirs. Then I slept on | |
| it, played another game, and reviewed that one. Then I opened the | |
| transcript from my "Granite Book" session and re-read the whole thing, | |
| paying more attention to details I skimmed while playing it. | |
| Now, here I am, still wondering what to say. I'll start with what I said | |
| to my friends last night: This is another work where the author seems to | |
| have a clear idea what it's about, but it's not coming across very | |
| clearly. The game exists in its own universe, bending even parser | |
| messages to conform to its distinctive voice. It is all symbolic, like a | |
| dream; also like a dream, its symbols are difficult to reckon. There is | |
| enough consistency to the story and its imagery to seem thoroughly | |
| thought out, but it remains opaque to my comprehension all the same. I | |
| can see that there is an active mind behind it, but I cannot fathom what | |
| the mind intended to communicate to me. | |
| One of my friends had a definite theory that worked for him, one which | |
| explained the characters and the settings; part of his theory keyed on | |
| the response to "UP" in the first scene of the game: "We had lost our | |
| wings long ago." Once with wings, now with claws. Lost underground. I | |
| don't know. | |
| On a technical level, I had one or two sore spots with the | |
| implementation. [There's a spoiler coming up here, though Rob's point is | |
| how impossible the puzzle is to guess without spoilage. Skip to the end | |
| of the indented section at your discretion. --Paul] The game shied me | |
| away from interacting with an NPC, and then the hint file copped a funny | |
| tone as it instructed me that I needed to do exactly this to proceed in | |
| the game: | |
| >talk | |
| [We could not understand the word "talk".] | |
| >ask girl | |
| [what should we ask it about?] | |
| >girl | |
| She would not reply to anything we said. We began to think she did | |
| not understand our language. | |
| >show vellum to girl | |
| [The girl did not react.] | |
| >girl, get on pedestal | |
| [The girl either did not understand our commands, or she would not | |
| obey them.] | |
| >girl, get on table | |
| [The girl either did not understand our commands, or she would not | |
| obey them.] | |
| >girl, sit on table | |
| [The girl either did not understand our commands, or she would not | |
| obey them.] | |
| --- | |
| Q. So what's this about the table? | |
| Light: Have you tried laying on it? | |
| Medium: You can order the girl to do some things, you know. | |
| Heavy: GIRL, LIE ON TABLE | |
| The girl doesn't understand our language, nor any command I tried. So | |
| no, I don't know I can do this, thank you. | |
| I remain bothered by two unexplained elements: the sheet of vellum with | |
| designs on it, and the plate on which you find the vellum. | |
| In general, the only direct fault I can find with it is that it is not | |
| to my taste; however, I can see how it might also be someone else's | |
| favorite game. By which I mean, I cannot personally rate it highly, but | |
| I cannot say that it is of poor quality, either. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jessica Knoch <jessicaknoch SP@G mindspring.com> | |
| [This review originally appeared on Jessica's webpage at | |
| http://www.strangebreezes.com/if/reviews/comp02.htm] | |
| TITLE: Jane | |
| AUTHOR: Joseph Grzesiak | |
| EMAIL: jane SP@G ifcomp.org | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/jane/jane.z5 | |
| VERSION: Release 1 | |
| This was an interesting one. It starts right out telling you that it | |
| "deals with the potentially uncomfortable topic of domestic abuse." | |
| Telling the player up front about the topic is a very wise move, in this | |
| case: Jane is really nothing like a traditional work of interactive | |
| fiction. The idea is simple. You play the role of various characters | |
| over the course of a few weeks/months in the story of a woman with a | |
| violent husband. There isn't a lot of room for changing the course of | |
| what happens; in fact, I think it's pretty much impossible. You may not | |
| notice it much the first time, but play it through again. This isn't | |
| just the linearity of a story-game, though: the inability to affect the | |
| ultimate outcome of the story actually lends to the sense of | |
| helplessness in the title character, and the helplessness too of those | |
| around her, who watch and want to help but can't seem to find the right | |
| thing to do or say. | |
| The conversation is done with menus, which is a fine way of doing it | |
| when you're trying to tell a specific story. The problem is this: a menu | |
| with only one option isn't really much of a menu. The author explains in | |
| the afterword that he would have preferred to implement more | |
| conversation options. I can imagine it's a pain in the butt, keeping | |
| track of conversations and characters and stuff -- heck, Emily Short has | |
| written more than one game entirely consisting of complex conversation. | |
| So I don't mind too much. | |
| I also agree with what the author says in the afterword about alternate | |
| endings: if he had implemented an ending where Jane gets away from her | |
| abusive husband, then he would risk making any ending where she doesn't | |
| seem like a "losing" ending, and that can't help but trivialize the | |
| subject. It's a difficult thing to handle in a work of interactive | |
| fiction, but I think this is an excellent attempt. | |
| It is a little disorienting to switch from one character to another -- | |
| yes, I know everyone always says that. It doesn't make it any less true, | |
| and it's also true that it detracts from the overall feel of character | |
| and cohesiveness of the story. At the same time, though, the two scenes | |
| near the beginning that we get from the husband's point of view are | |
| invaluable for a deeper understanding of the complexities of the topic, | |
| which is something the author was clearly trying to portray. | |
| There's no question that the piece is being used to raise awareness of | |
| domestic abuse, and I'm not really sure that the Comp is the place for | |
| such things. On the other hand, it certainly is honest about what it's | |
| doing, and uncomfortable though it is to play through, there is no doubt | |
| of it's sincerity. And I do approve of raising awareness of such things | |
| in general. This is by no means a fun game, but it is well coded and a | |
| competent job of story-telling. | |
| There are a couple of oddities that only an "IFer" would notice, mostly | |
| scenery objects that can't be interacted with as you might expect in | |
| reality: shoes that can't be picked up, a bench you cannot sit down on, | |
| and a wife you can't kiss ("Keep your mind on the game" is quite a | |
| jarring response when I've forgotten that this is anything related to a | |
| "game" at all). Plus I couldn't save or transcript and I don't know why. | |
| In summary, a thoughtful piece that addresses a serious issue in a | |
| skilled and competent way. | |
| (There, I went the whole review without mentioning Photopia. D'oh, I | |
| just did!) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: David Welbourn <dswxyz SP@G look.ca> | |
| [This review originally appeared on David's webpage at | |
| http://webhome.idirect.com/~dswxyz/comp02reviews.html] | |
| TITLE: Janitor | |
| AUTHOR: Peter Seebach and Kevin Lynn | |
| EMAIL: ifcomp SP@G seebs.plethora.net | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/janitor/janitor.z5 | |
| VERSION: Release 1 | |
| Do you like puzzles? Do you like a challenge? Are you nostalgic for | |
| games like Colossal Cave and Zork I? And do you like breaking mimesis? | |
| Yes? Then this is the game for you. | |
| Remember Zero Sum Game from 1997? In that game, you had just finished an | |
| adventure with the high score, but then your mom ordered you to put all | |
| your treasures back where you found them. Janitor starts out much the | |
| same way, except this time you�re a janitor at the Flavorplex Text | |
| Adventure Company, a player has finished the game, and it�s your job to | |
| put everything back. And just like in Zero Sum Game, the score goes down | |
| when you solve a puzzle, not up. Fortunately, Janitor is far less | |
| bloodthirsty. | |
| An added conceit to the proceedings is the addition of mimesis and space | |
| warping technologies. The internal game, a cave-crawl called Flavorplex | |
| Qualifying Adventure, is built like a series of movie sets adjoining the | |
| company�s hallways, and populated with actual treasures. But internally, | |
| a mimesis field makes the sets seem real and hides the access corridor | |
| exits, while some other pseudoscience connects the rooms so that they | |
| follow the adventure�s desired layout. And you�re equipped with a | |
| mimesis disruptor in your mop so you can see how the rooms really are | |
| and get your job done. | |
| So once you�ve understood all that (and probably made two contradictory | |
| maps of the place), and stopped chuckling at all the in-jokey game | |
| references, you can start figuring out what goes where. As you might | |
| imagine, it�s somewhat tricky, and in places somewhat unfairly so. I | |
| wasn�t done when my two hours ran out, and I had to rate it partway | |
| through. (There are hints, both in-game, and in an external html file | |
| should you need them. And, in time, I did need them.) | |
| Still, the game wouldn�t let me go. Quite apart from the desire to | |
| successfully reset the game, there were clues that something wasn�t | |
| quite right about Flavorplex; there�s a mystery to solve as well. You | |
| might want to talk to your boss�s secretary, Eva, guest starring from | |
| Grim Fandango, about a few things. | |
| And when you�ve won Janitor, you can still continue to play by playing | |
| the Flavorplex game forwards! What fun. | |
| Rating: 8 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Tony Baechler <baechler SP@G myrealbox.com> | |
| TITLE: Moonbase | |
| AUTHOR: Mike Eckardt (writing as QA Dude) | |
| EMAIL: mike SP@G tiredparents.com | |
| DATE: September 2002 | |
| PARSER: TADS 2 | |
| SUPPORTS: TADS 2 interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/tads2/moonbase/moonbase.gam | |
| VERSION: IF Comp release | |
| This game was all right, but apparently had a bug which prevented it | |
| from being completed. Also, there were spelling errors which should have | |
| been noticed. I am going to spoil a puzzle because I know that many | |
| players will not appreciate it. There is an instant death room to the | |
| north of the storage room, but because of the bug there seems to be no | |
| way to get around it. When I tried to get or wear the item needed, I was | |
| told that my load was too heavy, even though I dropped everything. | |
| Upon checking the walkthrough, I found out that I was in fact doing the | |
| right thing and no other solution was offered so I gave up. I have a | |
| slight objection to having to go to the author's site for the | |
| walkthrough. I also object to the assumption that everyone uses HTML | |
| TADS, so they must be using Windows or similar and can access Java. I am | |
| referring to the plaque in the foyer. It so happens that I do use | |
| Windows but my preference is the plain DOS TADS interpreter. It also | |
| happens that I am blind and have almost no access to Java sites, even if | |
| I use Internet Explorer. Authors, please quit assuming that everyone | |
| uses your OS and has the same resources available as you. This has | |
| applied to Adrift in the past and applies to this year's Glulx game. | |
| (No, I had no problem with reading the walkthrough, just the Java site. | |
| It did not look terribly interesting anyway, so I guess I did not miss | |
| much.) | |
| Sorry I was on my soap box, but I am done complaining for now. For a | |
| first time effort, the game is not too bad. It is fairly short and the | |
| puzzles are simple. There are no hints but they are not really needed. | |
| For amusement, read the curtains in the transporter rooms. That was | |
| probably the best part of the game. I quit with 13 points. Except the | |
| instant death room, I have no serious complaints. There is another | |
| slight bug, but not serious. If you climb the ladder, it never shows up | |
| on the status line and in fact it seems you cannot get off the ladder. | |
| Movement is unrestricted though, so I think a flag is set and nothing | |
| else. Also, the "x all" feature works and most objects have | |
| descriptions. There seems to be many unnecessary objects but I think I | |
| never got to the puzzle which required them. It also seems that you only | |
| need to use one puzzle per object. You must be carrying a certain tool | |
| to wear the item in the storage room. That is fine, but if you try to | |
| "tighten" something it will not work. | |
| My comp rating: 3 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| [This review originally appeared on Emily's webpage at | |
| http://emshort.home.mindspring.com/Comp2002Reviews.html] | |
| TITLE: The Moonlit Tower | |
| AUTHOR: Yoon Ha Lee | |
| EMAIL: requiescat SP@G cityofveils.com | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/moonlit/Moonlit.z5 | |
| VERSION: Release 1 | |
| Prose compels a certain pace. This is a game to be read slowly, as | |
| though dreaming. I tend to be wary of poetic diction in IF, because it | |
| can confuse and clutter the imagery, make interaction difficult, and | |
| stop immersion with its excesses of pretense. There's some danger of | |
| that here, too. It takes discipline not to let the eye skim for nouns to | |
| interact with. | |
| There is much that is lyrical and strange and compelling here, all the | |
| same. This is a game of phantom scent and overheard whispers; it all | |
| takes place in averted vision, full of longing and grace. It is like | |
| haiku, or that poem of Ezra Pound's with the jeweled stairs and the dew | |
| on the stockings, where all the sense lies in the interstices of what is | |
| said. | |
| Now, you may call me inconsistent for liking this game when I decried | |
| The Granite Book for being mood-driven and obscure. The central story is | |
| a bit hard to be certain of here, too, but I felt I had a better guess. | |
| I don't deny Moonlit Tower has some flaws. The puzzle design is not its | |
| strong suit. I would not have guessed how to use the maple leaf; I never | |
| did figure out how to acquire the lanterns; I only saw what one can do | |
| with the comb when I read the AMUSING. | |
| Even leaving that aside, the structure of the game was a bit vague: it | |
| seemed as though parts were a little uncertain, a little less organized | |
| than they might have been, the symbolism chosen but its full meaning | |
| unexplored. The excellence of this game is in the language, and even | |
| more in the textures, the lighting, the play of senses. I was content to | |
| see and be amazed. | |
| The only thing that threw me was the amalgamation of material from | |
| distinct Asian traditions; I kept trying to place the story, and | |
| failing. But that's just as well, perhaps. I was grateful for the | |
| endnotes. | |
| This was my favorite game of the competition. | |
| Rating: 10 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Edward Lacey <edwardalacey SP@G hotmail.com> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: MythTale | |
| AUTHOR: Temari Seikaiha | |
| EMAIL: temari_se SP@G yahoo.co.uk | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/mythtale/MythTale.z5 | |
| VERSION: Release 1 | |
| Any game based on the mythology of Ancient Greece would have to capture | |
| some of their grandeur in its writing if it is to succeed, and MythTale | |
| does not disappoint in this regard. In fact, by setting the body of the | |
| game in the house of a modern day myth-enthusiast, with various | |
| mythological vignettes triggered as he uncovers a set of items, the | |
| author goes one stage further and contrasts the world of mythology, | |
| where you battle giants and bring the dead, with life with the real | |
| world, where the worst monster to face is the spider in the garden shed. | |
| The difference in the nature of the events described is brilliantly | |
| reflected by a distinct shift in the style of the writing (be sure to | |
| try X ME in both the real world and the myths), and within this context | |
| passages that might seem slightly dull or overblown are entirely | |
| justified. I don't think there's a Muse for interactive fiction, but | |
| this is one of the competition entrants that shows we can do quite well | |
| enough without one. | |
| Unfortunately, how precisely the mythological vignettes relate to the | |
| main part of the game is not at all clear. It is suggested at the start | |
| of the game that they represent the protagonist's daydreams (and the | |
| response to CONSULT MYTHS ABOUT ME lends support to this), but it is | |
| possible to die in them and bring the game to an end. The endgame, in | |
| which the player is confronted with a decision about what to do with a | |
| particular object, seems rather detached from what precedes it; the | |
| object and the opportunities it brings could represent the fruits of the | |
| modern character's labours, and may call to mind an object acquired in | |
| the brief introduction, but I was left wondering how the character I'd | |
| been playing through most of the game got on after I left him, and the | |
| lack of an explanation of how the items he'd been searching for had | |
| ended up where they were was disappointing. | |
| Some other small criticisms can be made. There are a few | |
| guess-the-syntax moments, one puzzle involves a device that I can't | |
| believe any sane person could have designed (though most of the other | |
| puzzles are logical) and one object was incorrectly classified as | |
| plural, which caused confusion when I attempted to refer to it as 'it' | |
| and received a message about a different object. None of this prevents | |
| MythTale from being well worth playing, but it isn't going to last as | |
| long as the myths it refers to. | |
| My Rating: 6 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Suzanne Britton <tril SP@G igs.net> | |
| TITLE: Photograph | |
| AUTHOR: Steve Evans | |
| EMAIL: trout SP@G netspace.net.au | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/photo/photo.z5 | |
| VERSION: Release 1 | |
| "Photograph" is a vivid, professionally well-written and competently | |
| programmed work. It is story-based and nearly puzzleless, but manages to | |
| carry the player through the plot at a comfortable pace, without | |
| dissolving into the tedium that sometimes characterizes pure-story IF. | |
| There are things to do, problems to solve, and each project serves to | |
| drive the plot. Occasionally, though, the prodding feels a little too | |
| blatant, as if the player is being bounced from point to point (need to | |
| eat, need to sleep, etc.) with bits of story in between. | |
| "Photograph" is a rather dark character study, reminding one of | |
| "Rameses" from two years ago. It is the story of a man who fixates on a | |
| single "wrong turn" in his past, only to find, in the end, that the | |
| hollowness within him runs deeper than he knew. What most raises | |
| "Photograph" above the ordinary is the rich symbolism with which it | |
| embellishes this tale, particularly the use of Egyptian mythology. It | |
| skates the thin line between over-blatant and over-obscure, occasionally | |
| erring towards the former, but usually just right. One is left with a | |
| host of questions and intriguing ideas, especially regarding the | |
| parallel between the Akhnaten dream and the fate of the protagonist (a | |
| parallel reinforced throughout the story by subtle and not-so-subtle | |
| means). | |
| Akhnaten stands on the shore, awaiting the boat which will take him to | |
| the afterlife. Belatedly, he wonders if it was wise to reject the | |
| Egyptian pantheon in favor of Aten. But then he reaches under his robe | |
| and finds a cavity where his heart should be. This "doesn't auger well | |
| for [his] meeting with Osiris (the weigher of hearts).". | |
| Consider the protagonist, who also made a decision that he later | |
| regretted, and blamed that decision for the hollowness that grew within | |
| him. Yet when he gets a chance to go back and take the other branch of | |
| the fork, the epilogue describes a man who dies just as lost, just as | |
| empty. Akhnaten worried that his choice of deities might bar him from | |
| the afterlife, only to find in himself a deficiency so severe--a hollow | |
| heart--as to render the question moot. Perhaps Jack's deficiency is also | |
| pre-existing. | |
| This is but one of many lines of thought to follow. Another would | |
| explore the symbolism of the picture frame. Is it, as the final lines | |
| suggest, a shriveled organ, waiting in a jar for the boat of Ra? Was | |
| Jack's mistake in fixating on this frame--this single deciding moment in | |
| his life--to the exclusion of all else, much as Akhnaten threw away the | |
| richness of the Egyptian pantheon in favor of his pet god, Aten? But on | |
| the other path, Jack makes the same mistake of fixation: he gets | |
| swallowed up in his work. | |
| Whichever way you approach it, "Photograph" is irredeemably fatalistic. | |
| The protagonist seemed doomed from the beginning, by his own nature, to | |
| lose himself. I can't agree with such fatalism; nevertheless, the work | |
| is too rich and thought-provoking not to love. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Russo <russo SP@G its.caltech.edu> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: The PK Girl | |
| AUTHOR: Robert Goodwin | |
| EMAIL: sakurafiend SP@G hotmail.com | |
| DATE: September 2002 | |
| PARSER: ADRIFT | |
| SUPPORTS: ADRIFT runtime | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/adrift/the_pk_girl/the_pk_girl.taf | |
| VERSION: IF Comp release | |
| This anime-inspired game takes a story-driven IF and mixes in a dating | |
| sim and whole mess of world interactivity. The amount of depth here is | |
| impressive; there's something like half a dozen girls you can woo, a | |
| bunch of nonessential locations that evolve as the game goes by, and a | |
| truly amazing number of objects you can find and play with. | |
| The central plot is nothing to write home about -- cute girls with | |
| psychic powers stalked by a mysterious conspiracy -- and dating sims in | |
| general strike me as somewhere between creepy and pathetic, but where PK | |
| Girl really shines is in the incredible amount of stuff you can do. I | |
| wound up picking up an ice-cube tray early in the game; later on, I | |
| managed to fill it with water, stick it in a freezer, pop out the | |
| finished cubes, and started to make a frozen dessert with it. There was | |
| no obvious puzzle associated with it, although I'm sure there was a use | |
| for it, perhaps in currying favor with one of the girls. That level of | |
| interactivity is present throughout the game; you can help a character | |
| cook dinner, for example, or help comb another's hair. The sheer wealth | |
| of different objects to play and experiment with, some useful to the | |
| plot, some not, really makes the game feel more interactive and engaging | |
| than much story-driven IF, to say nothing of the average dating sim, | |
| which typically relies on simplistic multiple-choice gameplay. | |
| I'm not a particular fan of this genre, which hurt its appeal a bit, but | |
| for a player with different sensibilities, PK Girl could well be the | |
| most enjoyable game in the comp, with enough replayability and depth to | |
| have a long lifetime beyond the judging deadline. | |
| Rating: 8 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| [This review originally appeared on Emily's webpage at | |
| http://emshort.home.mindspring.com/Comp2002Reviews.html] | |
| TITLE: Rent-a-Spy | |
| AUTHOR: John Eriksson | |
| EMAIL: joers SP@G wmdata.com | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/rentaspy/RentASpy.z8 | |
| VERSION: Release 1 | |
| This reminded me in some ways of an Andy Phillips game -- Heroine's | |
| Mantle, say -- but without the mad verve. It does have the persnickety | |
| puzzles that have unbelievable solutions, and the somewhat sketchy | |
| implementation. There were a number of things I did that I think | |
| shouldn't really have worked; I don't, for instance, believe it is | |
| actually possible to open elevator doors in the way this game's PC does. | |
| Once again we have an office setting, once again we have to guess | |
| people's passwords -- and they're shamefully bad about choosing | |
| appropriate ones, too. Most password systems protecting data of any | |
| significance will refuse to allow you to use common words or names, but | |
| this is a rule that apparently does not exist in IF-land. The part of | |
| this game that could've been a more interesting setting -- the medical | |
| lab, with the potentially dangerous chemicals and funky machinery -- is | |
| under-implemented. | |
| I do like the fact that the game encourages you to clean up after | |
| yourself in good spy manner. I have a bit of a quibble, though: it | |
| doesn't apply this rule universally. You can leave one thing out of | |
| place -- because it is physically impossible to leave it in its original | |
| position and still escape -- and no one seems to notice that, though it | |
| seems just as significant as all the other things that you are required | |
| to tidy up after yourself in order to obtain a perfect score. | |
| Some other nitpicks that drove my score for this down a little: there | |
| are some grammatical errors. The writing is serviceable, but not | |
| stellar. The responses, especially towards the end of the game, | |
| inexplicably flicker between first person and second person. Debugging | |
| mode was left on, making it possible to find information you're not | |
| supposed to know (though in my case this was convenient, as it allowed | |
| me to cheat without actually having to go to the walkthrough until | |
| nearly the end of the game). The truck is peculiarly implemented and for | |
| some time seems only to be a message-daemon, since it passes through the | |
| room in which you're standing and then cannot be referred to again. | |
| (This wouldn't be so important except that the truck is obviously part | |
| of a puzzle solution; the player is going to be trying to interact with | |
| it. The game ought at least to recognize such attempts, with comments | |
| like "the truck has gone by too quickly for you to catch", rather than | |
| acting as though something of critical importance has not even been | |
| implemented.) | |
| Little things, you know, but they add up, making the whole seem slightly | |
| shabby around the edges. | |
| Rating: 5 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Tony Baechler <baechler SP@G myrealbox.com> | |
| TITLE: Screen | |
| AUTHOR: Edward Floren | |
| EMAIL: edwardfloren SP@G netscape.net | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/screen/screen.z5 | |
| VERSION: Release 1 | |
| I really enjoyed this game, but it had small faults. Before I mention | |
| them, I would first like to mention that it was very well-written. I | |
| found no obvious grammar errors. Almost everything I examined had | |
| descriptions. I found no obvious bugs. I liked the overall premise. The | |
| best way to describe it without spoilers is "short and sweet." However, | |
| it is just the right size for what it is trying to do. | |
| It had small faults. Probably the biggest was that it could not make up | |
| its mind about whether we are in first or third person. At the beginning | |
| it was obviously first person. It moved into standard IF, which I think | |
| is second person. Finally, it was third person in the cut scenes. This | |
| was a little jarring since I had already figured out my name but it kept | |
| referring to me by name as if I was reading a book about a stranger. I | |
| felt myself becoming distanced from the PC, as if I am looking at him | |
| through an outside window or some such. Overall, this was minor but | |
| detracted from the game. | |
| Secondly, I felt it could have transitioned into the three parts more | |
| smoothly. In other words, suddenly I am in a different part and am | |
| trying to figure out who I am and what I am doing. I guess it did a good | |
| job though because the first thing I thought to do was examine myself. | |
| It did a fair job of describing me, but I thought that part 3 was better | |
| done with more described characters. The NPCs were cutouts but that was | |
| perfectly fine for a game like this. They both gave clues as to what | |
| they wanted, so by poking around it was obvious what I was supposed to | |
| do in part 2. | |
| Finally, it lost some points for originality. Sorry, but similar devices | |
| have been used before. Besides, I am a little confused how the screen | |
| got there in the first place. Again, though, I emphasize that these | |
| faults were very minor. The game was slightly above average. The faults | |
| might have been less noticeable if the game was larger, but I think the | |
| reason why I liked the game as much as I did was because of its small | |
| size. It is enough to capture my attention but is not too long and drawn | |
| out. I was never this PC but can relate to his nostalgia, even with the | |
| narrative style changing as it did. | |
| If the transitions were slightly smoother, this would be a good game to | |
| polish and release after the competition is over. It is a pleasant way | |
| to spend 10-20 minutes. Congratulations and good job. I would like to | |
| see more from this author, since I like his writing style. | |
| My comp rating: 6 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Russo <russo SP@G its.caltech.edu> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: The Temple | |
| AUTHOR: Johan Berntsson | |
| EMAIL: temple SP@G ramsberg.net | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/temple/temple.z5 | |
| VERSION: Release 1 | |
| Hoary as the genre is, I'm a big fan of Lovecraftian horror, and The | |
| Temple manages to nail the obscure sense of existential menace that | |
| makes it work; the city it depicts feels almost like a living thing, | |
| aged, decrepit, and full of hate, although the descriptions do provide a | |
| few moments of unintentional hilarity (the "irregular-sized basalt | |
| blocks of irregular size" spring to mind). Though there are no elements | |
| that are specific to the Cthulhu Mythos that I could detect, the | |
| dream-world setup echoes the best of Lovecraft's work, and while | |
| Charles' longing for his lost love seems more out of Poe than anything | |
| else, it certainly adds a welcome complexity to the theme; there's hope | |
| as well as despair, which makes the ultimately positive ending fit the | |
| story better than it would in a straight Lovecraft pastiche. | |
| I enjoyed the puzzles and felt them to be generally well-integrated, | |
| although that could reflect my own bias in favor of messing around with | |
| rituals. I did need to consult the walkthrough at one point, since | |
| knowing how much Lovecraft liked cats, I hadn't thought of throwing | |
| things at the one in the game, but for the most part there were enough | |
| clues to know both what to do next and why it was important. | |
| The inclusion of an NPC in the same situation as the player was a nice | |
| touch, permitting a few fun puzzles that required teamwork, and cleverly | |
| allowing the author to play up the horror of the situation without being | |
| forced to manipulate the player too heavy-handedly. I did run into one | |
| fairly significant design bug -- Charles helped dig me out of a cave-in | |
| after I opened up a portal and sent him back to his own time! -- but | |
| aside from that, the game was quite solid. | |
| It's true that The Temple isn't fleshed out as completely as it could | |
| have been -- leaving plenty to the reader's imagination is a critical | |
| part of Lovecraft's style, but it still would have been nice to know | |
| more about the presence trapped in the vial, or have a better idea about | |
| where the cultists generally got their victims -- and the puzzles | |
| generally feel lightweight -- boiling two powders together isn't quite | |
| as eldritch a ritual as I'd have liked. But it succeeds quite well at | |
| evoking and sticking to a mood, and presenting gameplay that fits that | |
| mood admirably. | |
| Rating: 7 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jessica Knoch <jessicaknoch SP@G mindspring.com> | |
| [This review originally appeared on Jessica's webpage at | |
| http://www.strangebreezes.com/if/reviews/comp02.htm] | |
| TITLE: Till Death Makes A Monk-fish Out Of Me | |
| AUTHOR: Jon Ingold and Mike Sousa | |
| EMAIL: jonnyingold SP@G netscape.net, mjsousa SP@G attbi.com | |
| DATE: September 2002 | |
| PARSER: TADS 2 | |
| SUPPORTS: TADS 2 interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/tads2/tildeath/tildeath.gam | |
| VERSION: Release 1.0 | |
| Heh. Great title. One of the neatest things about this game is the way | |
| the TADS is made to look like Inform, the way it used to look on my old | |
| interpreter no less. This is indeed very kewl. But on to the game! | |
| You play a scientist at some unspecified point in the future with a | |
| nifty device that allows people to transfer their consciousness to other | |
| people's bodies, apparently for a short time. You are going to use the | |
| device to vacation on the surface for a while (oh, you and your fellow | |
| scientists are at an underwater base, did I mention?) when something | |
| goes horribly wrong. The scene where something goes horribly wrong is | |
| actually sort of funny, and well-coded, and in general fun. For | |
| instance, there's an emergency switch to open the door and get out. If | |
| you try to pull it first, the game says "It's a push switch," and if you | |
| try to push it first, it says "It's a pull switch," just to make you | |
| take that extra turn. This is great. Normally, this sort of artificial | |
| time-wasting is not great, it's just annoying, but it works here because | |
| the game doesn't start until after you don't make it out of the first | |
| scene. Clear? | |
| Ah, there are some great moments in this game. The first two puzzles, | |
| involving getting out of where you wake up, are terrific and clever (and | |
| I solved them without hints). By the way, the hints come in three | |
| different levels of helpfulness, and are location-dependent, so that | |
| when you are in a certain room you get the hint for the puzzle it thinks | |
| you're working on. Not always the right one, but it does take into | |
| account what you have in your inventory, or at least it sure seems to. | |
| It's very cool, although (as I said) problematic. Come to think of it, I | |
| solved the next puzzle or two on my own also. Very well done. | |
| What's also fun about the game is that you, as the player, actually know | |
| more about your situation in some ways than the PC does. Then again, the | |
| PC knows what the machine was supposed to do and you, the player, do | |
| not. So it's kind of a trade-off. Still, the quirkiness and, well, I | |
| almost want to say naivet� of the PC are really very humorous. I lose | |
| the humor a bit when I suspect that the PC knows things about how the | |
| computer works that he isn't sharing, but with a few hints you can get | |
| by. The password and key puzzle from the latter section of the game is | |
| very very tricky, but quite novel and very good. By the way, when I was | |
| halfway through the puzzle I thought, "All right! What's 'dog' in | |
| French?" and typed "chien" without thinking much about it. When that | |
| didn't work, I spent five minutes trying to remember how on Earth you | |
| say "dog" in French (since I had it wrong). But as I said, the actual | |
| solution was terrific. | |
| Where does the game miss out? Well, there was the frustration of not | |
| being able to do something and not finding any hints, because I was | |
| going about the solution in the wrong way. I assumed I needed to | |
| re-enter a room to get something, when actually I needed to be in a | |
| different location to get what was in the room (thus the problem with | |
| location-based hints). And there are some spelling mistakes and | |
| punctuation quirks. At one point, the status line lists you as being "on | |
| on the trolley." And an item is "far to heavy" to pick up. There are | |
| also a few missing synonyms, like using "Rosalind" after she's in | |
| pieces. And it's tough, I know it's tough, to implement being in a | |
| location within a room by implementing it as a separate location (which | |
| is what seems to have happened with the metal drawers). It's tricky | |
| because there are basic things in the larger room that you want to be | |
| able to refer to from the smaller section of room. Let me clear things | |
| up: You are on a large drawer, pulled out from a wall of drawers, and | |
| the room description mentions both metal drawers and a ceiling. But from | |
| where you are you "don't see any ceiling here," nor the metal drawers. | |
| It's a bit misleading, but very forgivable. | |
| Anyway! For most of the game, the writing is either effective but not | |
| attention-getting, or startlingly funny. For instance, a metal plate | |
| sticks up from the ground "like a wafer in an ice cream," and later a | |
| particular item is sticking up "like a cocktail stick from a sausage." | |
| Those are attention-getting phrases, and while not smooth or sweet, they | |
| do bring a chuckle. I did feel pretty involved in the story, even if I | |
| didn't realize it until I was racing down the corridor on a metal | |
| gurney, being pursued by God knows what, and it occurred to me that I | |
| was pretty caught up in it. The best part was, I wasn't anxious or | |
| worried about being caught by the thing because of the overall light and | |
| amusing tone. Very impressive. | |
| There was one programming trick which, while I liked it at the time, | |
| caused me some puzzle-solving problems. If there was one particular | |
| object that the game wanted to draw your attention to, it would prevent | |
| you from examining other things by saying "Your eyes slide back to the | |
| <item>." That's pretty slick, and also effective because the player | |
| looks at whatever the thing is. The problem is, a line like that at the | |
| bottom of a room description makes me skim the room description faster, | |
| which means I missed critical objects that were listed and had no idea | |
| (for instance) that there was a hand scanner in the control room. | |
| My only other complaint would be that the ending is somewhat | |
| anticlimactic. I always like a good long ending that really wraps up all | |
| the loose ends, or just hits you over the head with them, and I wasn't | |
| really sure that the ending I got with Monk-Fish was the best one. I | |
| don't see what I could have done differently, but I still wonder. | |
| Overall, a very strong work with excellent writing and clever puzzles. | |
| Great job all around! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: J. Robinson Wheeler <jrw SP@G jrwdigitalmedia.com> | |
| [This review originally appeared on Rob's webpage at | |
| http://raddial.com/if/reviews/index.html] | |
| TITLE: TOOKiE'S SONG | |
| AUTHOR: Jessica Knoch | |
| EMAIL: jessicaknoch SP@G mindspring.com | |
| DATE: September 2002 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/tookie/tookie.z5 | |
| VERSION: Release 1.0 | |
| This game has the same relentlessly cheerful narrative tone that Laura | |
| Knauth's "Trapped in a One-Room Dilly" did. I don't know whether such a | |
| tone is good or bad on its own, but if the player happens to be in a | |
| surly mood when it comes belting out at him, it can be a bit much. | |
| However, I don't take off points for friendliness; I just thought I'd | |
| mention it. | |
| The first comment I'd like to make is a general one, but I'll use | |
| "Tookie" as an example. I think that authors need to exercise restraint | |
| when it comes to opening text. One brief paragraph will usually suffice, | |
| if carefully crafted. If you need more than that to get across all of | |
| the material you have imagined, perhaps what you need to do is start the | |
| game in a different place, and have the exposition unfold interactively. | |
| Here is the first third of "Tookie"'s opening text: | |
| It started out a normal enough Saturday... | |
| You slept in late and watched part of the ball game in between naps, | |
| until Tookie, your faithful hound, ran over with the leash and would | |
| not be refused. You set out on a walk through the neighborhood (fully | |
| intending to be back in time to see the last few minutes of the | |
| game), when you spotted a rather strange thing in the sky. | |
| By this point, I was already thinking to myself, "Gee, this could have | |
| been done as IF, instead of as a cutscene." I could have started the | |
| game plopped out on the couch, or whatever, and Tookie could have run in | |
| with the leash and nagged at me until I figured out that I needed to put | |
| the leash on his collar and take him outside. And then I could have been | |
| alerted something in the sky, perhaps by Tookie, and EXAMINEd it for | |
| myself. | |
| It continues: | |
| Before you could say "Golly, I wonder what that is," an alien | |
| spacecraft had landed and three beings that looked like giant cats in | |
| silver jumpsuits had hopped out, grabbed Tookie right off his leash, | |
| and hustled him back into their spaceship! A voice hissed out at you, | |
| "Perhaps if you're clever enough, you can have him back, earthling," | |
| and then the spacecraft jumped right into the ground, leaving nothing | |
| behind but a small hole and some scorch marks! | |
| Well, naturally enough, you started down the hole in pursuit of your | |
| dog! Man's best friend, and let's not forget this one is a purebred | |
| bloodhound, but the point is that no alien cat is going to steal your | |
| Tookie! The tunnel twisted and turned, but you followed it all the | |
| way down, slipping a bit at the end to find yourself here.... but | |
| where is here? | |
| See what I mean? This material also could have been part of the game. It | |
| might have been more fun, and more engaging of my interest. Although, if | |
| it had started that way, I might have ended up being disappointed with | |
| what I found down in the hole, which was a "collect the four gems" | |
| set-up, with multiple puzzles obstructing the path to each one. | |
| I can enjoy a good collect-the-gems game now and then. This one was not | |
| bad, although I was groaning a bit when I discovered that one of the | |
| puzzles was an algebra problem and another was a bowling match, even | |
| though I knew there would probably be a sensible solution to each of | |
| them. | |
| I was going to complain about the very first puzzle in the game, the | |
| acquisition of a ring of keys to the four locked doors, but I found out | |
| later on that the element I was going to complain about reappeared to | |
| more useful effect later in the game. Uh oh, thing-in-the-well won't let | |
| me touch the keys! I'd better figure out how to defeat it! Except, uh, I | |
| don't have anything to defeat it with. This turns out to be | |
| misdirection, and you can get the keys anyway, and the defeating of the | |
| thing in the well comes later on, for a different reason. Still, it kept | |
| me thinking along the wrong lines enough so that I went to the hints | |
| instead of solving it myself. I think that could have been designed a | |
| bit better, because the actual solution to the keys problem, and the | |
| in-game clues to solving it, were fairly original and clever, but I | |
| didn't appreciate it very much because I had to look up the answer. | |
| The game slightly confused me at one point, when I saw two rooms with | |
| holes in the wall, one of which had a gigantic aquarium tank, and I put | |
| a bowling ball through the hole in the wall upstairs from the tank, | |
| heard a smashing of glass, and returned to the tank to see that nothing | |
| had happened. I thought there was a bug, and I restarted, only to find | |
| out the bowling ball had shown up again in a completely different place, | |
| with no clue as to why. The in-game hints say that the aquarium is a | |
| completely useless bit of scenery -- so, er, why is it there? Just | |
| because the author had fun coding up a giant squid in a tank? I guess | |
| that's allowed. I guess. | |
| I had some gripes about the ring of keys, in that the game almost acted | |
| like it was smart enough to disambiguate automatically which one I meant | |
| -- I went south first, and the game took it upon itself to try the key | |
| for that door for me. But, for the other three doors, the process was | |
| more tedious. Once I have the key ring, the doors should just fling | |
| themselves open when I walk in the right direction. | |
| I want to point out two strange authorial choices that were irritating | |
| when they did not need to be. First: | |
| >x door | |
| You can't put your finger on it, but something about the large door | |
| in the wall makes you think of it as a "dropping" door. There is a | |
| row of colored leaves hanging from the top of the door. | |
| >x leaves | |
| See the row of icicles text. | |
| If you're going to bother to make a scenery object and give it a | |
| description, just put an actual description there. Especially when a) | |
| the reference is mimesis-breaking (mentioning game "text"), and b) the | |
| reference, if consulted, doesn't make any sense: | |
| >x icicles | |
| Cool, sharp, aloof. Each icicle looks to be about a handswidth long, | |
| perfectly symmetrical, and slightly bluish. I suppose that's to be | |
| expected. | |
| So the leaves are also cool, sharp, aloof, a handswidth long, perfectly | |
| symmetrical, and slightly bluish, as to be expected? | |
| The second example, similarly, shows the author taking the time to code | |
| a response that provides an unhelpful redirection, instead of being | |
| practical: | |
| >u | |
| The wide staircase curves around to enter the upstairs room on the | |
| north wall. | |
| Space Bar | |
| The walls here are decorated with black paint and pictures of stars | |
| and planets, which, coupled with the futuristic-looking tables and | |
| chairs scattered about and the bar, lead you to believe that what you | |
| are in is supposed to be, well, a space bar. The room is brightly | |
| lit, and all of the tables are empty of people, but there is a | |
| strange looking figure standing behind the bar. Finally, you can see | |
| the top of a curving staircase set in the north wall. | |
| >d | |
| There are two ways of going down from here: you may walk north to the | |
| spiral staircase, or enter the hole in the corner of the room. | |
| If I can go "UP" to get here, why can't I go "DOWN" to leave by the same | |
| staircase? You know where I want to go when I type that, because you put | |
| the code there to print this message. Maybe it's that you wanted to make | |
| sure I tried "ENTER HOLE" (which isn't actually an exit, either), | |
| because the response to that command provides a hint for a puzzle. Bad | |
| form. | |
| I had some gripes about the solution to Eddie's math problem. [Rob's | |
| answers have been changed to prevent the spoiler. --Paul] The problem | |
| was that I was saying "4" instead of "FOUR," but I think that the author | |
| could reasonably have accounted for this, sparing me trying a dozen | |
| different variations: | |
| >say 4 p.m. to eddie | |
| >say "4 p.m." to eddie | |
| >eddie, 4 p.m. | |
| >answer 4 p.m. to eddie | |
| >answer 4 pm to eddie | |
| >answer "4 pm" to eddie | |
| >answer "4" to eddie | |
| >answer 4 to eddie | |
| >eddie, 4 | |
| >say 4 | |
| >say "4" | |
| >say "4 P.M." | |
| My final gripe is that once the puzzle about Fred the bowling cat has | |
| been "solved," you shouldn't have to sit through all ten frames of a | |
| simulated bowling game. There really is no entertainment value to it, | |
| especially when it's padded out with [More] prompts for some kind of | |
| attempt at suspense. I can understand why coding this up was fun for the | |
| author, but the effect on the player is, unfortunately, tedium. | |
| >BOWL <space> <space> <space> | |
| >G <space> <space> <space> | |
| >G <space> <space> <space> | |
| [repeat 7 more times] | |
| There is enthusiasm and energy to spare here, and some neat ideas. In | |
| the endgame, your "performance" is assessed, which I thought was | |
| amusing. Because I finished it after restarting, I took a few shortcuts | |
| (such as grabbing the key ring directly), and was marked off for this. | |
| Once again, I look forward to this brand-new author's next works, now | |
| that they've gotten this initial batch of IF ideas out of their system, | |
| and will have to dig a little deeper the next time. | |
| Also, "TOOKiE'S SONG"? What song? And why the lowercase i in "TOOKiE"? | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Edward Lacey <edwardalacey SP@G hotmail.com> | |
| TITLE: Unraveling God | |
| AUTHOR: Todd Watson | |
| EMAIL: jillandtodd SP@G earthlink.net | |
| DATE: September 2002 | |
| PARSER: ADRIFT | |
| SUPPORTS: ADRIFT runtime | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/adrift/unravel/unravel.taf | |
| VERSION: 1.0 | |
| Like a number of the other competition entries, Unraveling God is | |
| heavily story-based; in fact it contains essentially no puzzles at all. | |
| This is more than compensated for by an original plot and a generally | |
| high quality of writing that depicts the game's characters very | |
| effectively. The author also deserves credit for attempting to discuss | |
| the science behind the plot; while this isn't done totally convincingly, | |
| it places the scientific aspects of the game well above the "this works | |
| this way because I say so" style of explanation that characterises some | |
| science-fiction. | |
| The narrative jumps back and forth through time in a manner apparently | |
| inspired by Photopia, although the player controls a single character | |
| throughout and most of the game takes place in a single set of | |
| locations. The first of these differences was, for me, welcome, and I | |
| found it easy to empathise with the character, but the second difference | |
| is the cause of a couple of problems. While I didn't notice any | |
| inconsistencies in the text for the different time periods, the shifts | |
| aren't quite handled perfectly; for example, it's possible to get a | |
| phone call in one time period that should have been received in another. | |
| I would also note that the ADRIFT parser used by the game is not the | |
| best. | |
| However, these relatively minor criticisms would not on their own have | |
| prevented me giving the game more than the four points I awarded it. My | |
| real problem was with the game's endings. It was obvious that there was | |
| a right choice and there was a wrong choice. First, I tried the right | |
| choice, and got more or less the ending I'd expected. But the ending | |
| that followed the wrong choice was really quite shocking -- not because, | |
| as I'd expected, my decision would cause great harm, but because its | |
| final sentences as I read them seemed to suggest that my decision had | |
| essentially been irrelevant. This seemed both to undermine the key idea | |
| of the plot and made me feel angry that I was expected to regard what | |
| now seemed a needless sacrifice as the "right choice". Arousing strong | |
| feelings in the player would generally not be a bad thing, but in this | |
| case it felt that the game was trying to promote a particular | |
| moral/theological argument, and this left a bitter taste in my mouth | |
| that was reflected in my score. | |
| The author afterwards explained to me that my interpretation of the | |
| ending wasn't what he'd intended at all, and perhaps the lesson can be | |
| drawn from this that the reader of any text shouldn't attach too much | |
| weight to its final sentences. Looking back, I may note that I would not | |
| have reacted as I did if the game had not been so successful at making | |
| me sympathise with my character. Indeed, that the game appeared to me to | |
| support a worldview that, it turned out, was actually very different | |
| from that of the author is testament to his creativity. I look forward | |
| to playing any of the author's future offerings. | |
| My Rating: 4 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cedric Knight <ADDRESS REMOVED> | |
| TITLE: When Help Collides! (including 'Parched Mesa', 'Level 50' and | |
| 'Bleach of Etiquette') | |
| AUTHOR: J. D. Berry | |
| PARSER: modified Inform | |
| AVAILABILITY: Freeware, IF Archive | |
| DATE: September 2002 (Comp02 entry) | |
| SUPPORTS: Z-machine (interpreter-sensitive) | |
| URL: http://mirror.ifarchive.org/if-archive/games/competition2002/zcode/help/help.z8 | |
| VERSION: Release 1 | |
| Suggested "Cheese Rating" according to Emily Short's system: Monterey | |
| Jack, from a parodied book | |
| In an earlier and much briefer review, I claimed "When Help Collides!" | |
| (WHC) "does several new things and does them well". That judgement holds | |
| up after another two hours of playing, and yet somehow the game finished | |
| a middling eighteenth of the 38 pieces in Comp02, owing to what I | |
| surmise are its relative inaccessibility and novelty, and to questions | |
| over whether much of it is Interactive Fiction at all. So the more | |
| reviews the better. Several reviewers even apparently gave up in | |
| bafflement, convinced that they had no interest in discovering the | |
| internal logic of the game, and thus missing the varied entertainment on | |
| offer. | |
| Perhaps this isn't that surprising given the avalanche of an opening, | |
| where the player has to accept two truly surreal premises before | |
| starting play. The first premise on its own is only moderately amusing, | |
| an absurd behind-the-scenes explanation of what goes on in interactive | |
| fiction, involving a metafictional ghost-in-the-machine very similar to | |
| that used in the same Comp's better-received "Janitor" and perhaps | |
| reminiscent of the demon painter inhabiting cameras in Discworld. In | |
| this case, it is supposed that when a player types "help" in a game, | |
| some gremlin (man? woman? robot?) is charged with receiving the summons, | |
| travelling to the location of the character who asked for help in the | |
| game world and dispensing appropriate hints. Even this interpolation is | |
| more than the game itself states, but it is in fact a logical extension | |
| of the "game world" idea which accounts for the way a particular piece | |
| of software responds to typed commands. Supposedly an aim of IF is to | |
| make us forget the game is a piece of software -- what if the "help | |
| module ship" were itself also a character in that world, however "meta"? | |
| Were it merely an interactive fiction in-joke, however, I would have | |
| rated "When Help Collides!" down for not being relevant to any wider | |
| audience. The actual premise relates to just such a wider audience, | |
| although one that is mostly disjoint with the IF community: what if the | |
| space traversed by help modules is the same as that used for "self-help" | |
| personal advice? Including an external topic to spoof was a good move, | |
| and popular psychology books are a good choice, being pretty easy to | |
| send up, as Alistair Beaton does in his _Little Book of Complete | |
| Bollocks_, which consists of tips such as "Do not be afraid of death. | |
| Death is merely a continuance of life, only without the breathing. Eat | |
| lots of spinach." How would we feel if the hints for a game were | |
| similarly impractical, trite or counter-productive? Not a thought that | |
| is likely to ever occur to most players except in a dream, but the first | |
| "Act" of this game shows us anyway. So the scenario for this section is | |
| an example of genuine surrealist humour in IF, a form which has existed | |
| since "Colossal Cave", but which usually nowadays gives way to some kind | |
| of realism or simple abstraction. | |
| The title, incidentally, would appear to allude to the 1951 B-movie | |
| "When Worlds Collide", concerning a dramatic escape from a doomed Earth, | |
| and also perhaps to the nuttiness of _Worlds in Collision_, the | |
| bizarrely popular pseudo-historical theories of Immanuel Velikovsky, | |
| himself a psychoanalyst. | |
| The story of "When Help Collides!" begins with an explosive crisis, the | |
| "collision" between the two ideas previously mentioned, overwhelming not | |
| just the player character, but also the player. The first line of a new | |
| game, shown on its own in a blank screen without a prompt, reads: | |
| Amid the mangled virtual-ware littering this sector, your "Best Help" | |
| trophy stands defiantly. It has survived the crash. | |
| This line is hard to make sense of, particularly without even the blurb | |
| supplied for Comp02 ("Self-Help rams Game-Help. Accident or deliberate | |
| consciousness insinuation?") to provide context. Just enough information | |
| is given in the next line to clue the first command before the titles | |
| and a second collision. The player is supposed to accept all this before | |
| reading: | |
| Stunned twice in a matter of milliseconds--that's just not right. | |
| This also describes the typical feelings of the player pretty well. One | |
| problem with starting a piece on a high note like this is that it is | |
| impossible to keep the action going at such an extreme pitch for any | |
| length of time, and so we down to some kind of intelligible stability at | |
| various times. The torrent of one-sentence paragraphs begins to | |
| overwhelm. Nevertheless, invention and entertainment keep coming | |
| throughout "When Help Collides!", although it lacks any conventional | |
| dramatic structure. | |
| It also lacks a conventional game structure. Many players got the | |
| impression from the accompanying files that "When Help Collides!" | |
| consists of four completely unrelated sub-games of equal status; it | |
| would indeed be difficult to play all four within a two-hour time limit. | |
| The actual structure is as follows. Halfway through "When Help | |
| Collides!", on entering a scene on a "wagon" (a metaphor made physical), | |
| the narrative path diverges almost randomly into three. Each of these | |
| three paths leads to one of the "outer" games, so that a single pass | |
| through the game would consist of "When Help Collides!", plus one of | |
| "Parched Mesa", "Level 50" or "Bleach of Etiquette" -- it should be much | |
| more possible to complete this combination within the two-hour judging | |
| period. The idea that competition judges could each be judging an | |
| entirely separate game without realising it is itself amusing. Each | |
| sub-game (fortunately mostly too easy too need a help system) has two or | |
| three endings, the obscure optimal one involving a promised | |
| "transformation" with the help of some counsellor figure. The optimal | |
| endings of two also see the return of an object from Act I, while the | |
| third is unexpected, hinting at yet another level to the game. | |
| Unfortunately, the author seems to have committed a tactical error which | |
| helped confuse players. Instead of having "When Help Collides!" segue | |
| into the appropriated sub-game, a non-player character provides a | |
| password to be used after a restart. The reasons for this could have | |
| been partly technical (to overcome the problems of a single game file | |
| with four distinct banners and command sets), partly practical (to | |
| ensure the player has a fixed game position to return to without having | |
| to repeat the first section again, although this could have been ensured | |
| by insisting on a save), and partly aesthetic (to allow the judges to | |
| see the richness of invention in other endings). The actual effect of | |
| including the codes in the accompanying walkthrough was that players | |
| would indeed play the sections in any order, and were therefore less | |
| likely to understand the links between them. | |
| One other factor that might have made WHC (that is, the game as a whole) | |
| less popular was needing to learn a whole new command set to play. This | |
| applies particularly to the "Bleach of Etiquette" sub-game, and the | |
| second "wagon" section of "When Help Collides!". In both cases, the | |
| standard IF world model and language which principally centres on | |
| manipulating physical objects is dispensed with as irrelevant, and | |
| replaced with new ad-hoc actions. The effect of these actions is clued, | |
| but use of "undo" should not be regarded as cheating when getting to | |
| grips with them. Attempting a different interface for a game has in the | |
| past has usually been seen as a good thing, provided it works (Zarf's | |
| "The Space Under The Window" comes to mind), and it strikes me that the | |
| same standard should apply here. The button-pushing in the "wagon" scene | |
| is, in fact, not much more confusing than in many other games where the | |
| object is to discover the workings of some piece of machinery, but here | |
| usual verbs such as "put" are more clearly useless, and the only | |
| interesting command remaining is "examine". Amid all this, minor | |
| innovations, such as use of asterisks or brackets to denote the thoughts | |
| of the player character, go almost unnoticed. | |
| In the first Act, we see relevant "help" topics and irrelevant content, | |
| producing gags like: | |
| A barbaric, hulking figure looks up and asks, "What's 'alignment'?" | |
| >press help | |
| "We're all aligned to the same source. But somewhere along the line, | |
| some of us bend and twist, becoming quite unlike what our creator had | |
| in mind. Then the labelling begins: Chaotic-evil, lawful-neutral, | |
| etc... Unless we recognize that we're all in this together, we cannot | |
| truly become one with the source. | |
| That poisoned-scimitar-wielding dark elf? Give him a hug. Be | |
| surprised at what you might find." | |
| The second Act is less predictable and funnier, throwing in even more | |
| elements and further literalizing the metaphors and psychological | |
| constructs. Incidentally, the author warns that the game "works best | |
| with WinFrotz and JZip interpreters", and on others (including most | |
| Linux terps and Windows Frotz 2002) there is a subtle bug, as Andrew | |
| Plotkin noted in his review. This bug doesn't stop progress, but removes | |
| a lot of the fun of dealing with "manifestations". | |
| The game can then take one of three paths, each of which relates to a | |
| genre of interactive fiction, and each of which has an associated | |
| subgame supposedly typical of that genre. These paths are best described | |
| by the game itself as "Western", "Eastern" and "Fantasy", with Fantasy | |
| being the default, naturally enough. This review will give most | |
| attention to the "Eastern" path as that is the one that received most | |
| comment on r.g.i-f. | |
| Fantasy path -- Zarenzo the Black and "Level 50" | |
| ------------------------------------------------ | |
| "My name is Zarenzo the Black, and I'm a necromancer. Every waking | |
| moment claims the need for power and control. The ends always justify | |
| the means. But when I saw myself in the mirror this morning, saw what | |
| I had become--the skull cap, the impractical black robes, the horde | |
| of undead oustide [sic] my window--I realized this has to stop. It | |
| just has to stop. I am powerless over necromancy." | |
| The final sentence is the punchline, quite rightly -- here we have a | |
| thoroughly evil character doing the equivalent of the "Twelve Steps" of | |
| Alcoholics Anonymous (although Necromancers Anonymous appears to only | |
| have six -- perhaps the Dark Arts allow one to skip the others). It's | |
| quite a nice idea -- instead of playing a hero, or forced to play an | |
| evil PC, here we learn about an evil character and have a chance to | |
| change him. The actual "help" we provide him is rather too glib to | |
| plausibly make any difference, but the scenery is well-implemented | |
| (other than that bug) and fun to play with: | |
| A tiny fear peeps in your ear. "I'm not finished with you, yet. Just | |
| you wait, you fu..." It disappears from view before it can finish its | |
| rant. | |
| Once through this scenario, we receive the password to Act III, the | |
| fantasy subgame "Level 50." This subgame introduces the innovative | |
| elements of its scenario more gently and explicitly than the WHC frame | |
| story does: the PC is not Megnax the Fighter in some fantasy world, but | |
| Jerry Dorkman playing Megnax in some Dungeons and Dragons convention. As | |
| with "You Are Here" in Comp01, this extra fictional level makes merely | |
| cosmetic changes to the story, but allows the author to comment, via the | |
| PC, on its weaknesses; you can get away with a lot when writing a spoof. | |
| Several comments are (I think, accurate) observations about the kind of | |
| weak jokes prevalent among people with high-level D&D characters, such | |
| as an aside about fantasy shopkeepers. Although this is the only | |
| outright comedy among the sub-games, it is self-conscious in its | |
| silliness. When sent to Limbo to bring Law to Chaos, | |
| >knock on grey door | |
| "A tinny voice calls out from behind the door. 'Can you come back | |
| tomorrow? It's been total chaos in here, today. Thanks much.'" | |
| Note here the extra set of quotes, as this is the dungeon master | |
| speaking. We're allowed only the occasional command that works on the | |
| interposing mezzanine reality: | |
| >smell dungeon master | |
| (The Phish T-shirt is warning enough.) | |
| As the help system is disabled, we do have a character, Xila the Bard, | |
| who will sing about your inventory to the tune of a Billy Joel song, but | |
| these hints are themselves rather obscure. Some obviously unwinnable | |
| situations are also notable. | |
| Western path -- Winston Puckett and "Parched Mesa" | |
| -------------------------------------------------- | |
| Here, Act II of WHC takes its humour from imagined mannerisms and | |
| world-view of the Frontier rather than the moral "alignment" of the | |
| character: Puckett is venal, whereas the other two are thoroughly evil. | |
| Another Act III follows. "Parched Mesa", is subtitled "a classic | |
| western", yet something's gone a bit awry, as if this is another | |
| collision with an unexpected genre -- the dead seem to have swapped | |
| places with the living. This cross-genre aspect may be the real | |
| innovation here, rather than any old "unreliable narrator" stuff. Sparse | |
| implementation in the one mode (such as self-conscious room descriptions | |
| like "The place is as you remember it--with a dearth of furnishings yet | |
| a wealth of love.") is complemented with a fairly full set of standard | |
| responses ("Can't go thataway, pardner.") in the other. There's even an | |
| alternative banner title shown when you start a transcript. This | |
| disconcerting mismatch and other imperfections (infodump from an | |
| anachronistic NPC with three separate roles, an old-fashioned | |
| room-too-scary-to-remain-in) can, maybe unintentionally, heighten | |
| effects such as the sub-optimal ending. | |
| Eastern Path -- Nebusan Sedonkawa and "Bleach of Etiquette" | |
| ----------------------------------------------------------- | |
| Berry's irony is at its finest in dealing with the spiritual progress of | |
| Nebusan, as when the vicious Yakuza encounters Step 3 of his recovery | |
| programme. This leads on to "Bleach of Etiquette", which I shall refer | |
| to as "Breach" -- there's nothing essentially racist in the little | |
| pronunciation joke, but it gives the wrong impression of a game that | |
| deals with Japanese culture at least without deliberate ignorance. | |
| Similarly, characterisation of the PC an albino also seemed a little | |
| forced and unnecessary. | |
| There are questions as to whether "Breach" is really interactive | |
| fiction, but the first point to make is that it is at least _fiction_, | |
| in plot, setting, characterisation and dialogue. I do not know enough | |
| about the secret world of the geisha to judge whether the game is really | |
| true-to-life, but regardless of whether it is or not, it manages to | |
| _feel_ authentic and exotic with its minimal descriptions, code names, | |
| and oddly-phrased language. (The one small element of fantasy does not | |
| necessarily undermine this; it could be dismissed as an idiosyncratic | |
| way of viewing or describing things.) | |
| It is commendable that the social status of the protagonist, Demetoria, | |
| is quickly established relative to the NPCs -- higher than some, lower | |
| than others -- thus adding realism to her struggle. We might ask whether | |
| we are somehow complicit in her oppression, but the player is probably | |
| quick to decide that co-operating is the likely to be her best | |
| opportunity, compared to what I imagined was her peasant background. The | |
| puzzle here is in finding whatever desperate strategy uses Demetoria's | |
| limited assets to achieve victory in her test; thinking in character, | |
| and exploration and discovery of hidden elements of the game world help | |
| in this fun challenge, which is a marker that this is not only IF, but | |
| good IF. "Breach" resembles Papillon's underrated "One Week" (LoTechComp | |
| 2001) where a young woman tries to juggle all kinds of pressures leading | |
| up to an exam; both have a limited user interface that underlines real | |
| social constraints faced by the character and feel more than a "Choose | |
| Your Own Adventure" game. However, "Breach" differs in having only one | |
| important outcome to worry about, but many elements necessary to achieve | |
| it. | |
| Geishas are not prostitutes, and need to protect their reputation. | |
| Certainty about exactly what favours geisha might do for the people who | |
| pay for their company eludes me. Fortunately, discretion is assured here | |
| by an assortment of well-chosen euphemisms, the most explicit of which | |
| is "Fade to sack." The world depicted in Arthur Golden's "Memoirs of a | |
| Geisha" suggests that this last euphemism is a bit too blatant, unless | |
| we are dealing with the lower orders of geisha. Conceivably, Demetoria | |
| is very fond of some of her clients, but in a way the only important | |
| consideration is how fond they are of her. They are a mixed bunch, | |
| providing a lot of the game's interest. The only stereotype among them | |
| is Vidoru, the electronics company president, who could do with a little | |
| more characterisation. His presence somehow suggested to me a setting in | |
| the early 1970s, when geisha culture was in decline, although a later | |
| reference to Churchill pins it firmly in 1951-5. Of particular interest | |
| among the other NPCs is the woman Chizumi, whose interest in Demetoria | |
| is less to promote equality of sexual orientations than a way of showing | |
| the extraordinary desirability of the geisha character. | |
| To tell the story of this geisha's week using the conventional IF game | |
| model and interface would, I think, be cumbersome and threaten to dilute | |
| the interesting NPC encounters with large amounts of detail. Commands | |
| for wearing make-up might take up half the game . So instead of relating | |
| to the world primarily through a language of physical objects and maps, | |
| "Breach" focuses more realistically on use of time (a limited resource) | |
| and higher-level actions. "Breach" is even modestly subtitled "An agenda | |
| planner", but I feel that excising the trivia of maps and object puzzles | |
| is something of a liberation for character- and plot-based IF. | |
| In effect, commands are entered in batches of seven, and each turn | |
| consumes about three hours, with a game consisting of 41 turns. This | |
| arouses suspicion that "Breach" is not properly IF for two reasons. | |
| Firstly, a command once entered in the batch cannot be altered on the | |
| basis of a previous one, as if the PC lacks free will. To this I answer | |
| that appointment-keeping is a realistic constraint in the absence of | |
| major catastrophe, and that there are still frequent opportunities to | |
| learn from the game, plan, and interact. (In actual fact, "undo" (x7) | |
| becomes very useful when playing to win.) Secondly, that there is only | |
| one really significant verb, "book", showing a paucity of range of | |
| action. However, that same verb is used to cover diverse actions from | |
| harp practice to asking for maths tuition, plus later unexpected | |
| actions. Some actions ("research", "counsel") could have come under | |
| "book" but arbitrarily do not. The PC does in fact increase her powers | |
| during the game, and several times I typed "i" absent-mindedly, rather | |
| than "when all" which gives the closest thing to an inventory. I will | |
| admit that after all the game world features and rules have been | |
| discovered, the combinatorial possibilities of action are not large, and | |
| there may be one or more attempts to solve the game mechanically as a | |
| single puzzle. | |
| The innovations in "Breach" are technically accomplished, and use (or | |
| abuse?) the Inform grammar and model in an interesting new way. I would | |
| hope some of the new elements will influence future game development | |
| somehow. | |
| So overall the Comp release of WHC may lack a little polish, but is too | |
| easily written off as a confusing mess. A little persistence more than | |
| pays off, and the game is much less pretentious than this review might | |
| suggest. "When Help Collides!" is among the strongest pieces to come | |
| from any recent IF competition, playing with expectations like nothing | |
| else for years. | |
| 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 | |
| games are eligible for review, though if a game has been reviewed three | |
| times in SPAG, no further reviews of it will be accepted unless they are | |
| extraordinarily original and/or insightful. SPAG reviews should be free | |
| of spoilers. | |
| Authors retain the rights to use their reviews in other contexts. We | |
| accept submissions that have been previously published elsewhere, | |
| although original reviews are preferred. | |
| For a more detailed version of this policy, see the SPAG FAQ at | |
| http://www.sparkynet.com/spag/spag.faq. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
Xet Storage Details
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- Xet hash:
- 4c1c9000a92f7ae5dd95f3a2a5bcf86cb5aa99d6c2ba232002be12415d388a9d
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