| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #32 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| March 20, 2003 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #32 is copyright (c) 2003 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 ---------------------------------------------------- | |
| The SPAG Interview with Peter Nepstad | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Chateu Le Mont | |
| Frobozz Magic Support | |
| Savoir-Faire | |
| ###### Comp02 Review Package: Static Story Struggles ###### | |
| Augustine | |
| Eric's Gift | |
| Photograph | |
| EDITORIAL------------------------------------------------------------------ | |
| Several years ago, about 1996 I guess it was, I decided that I wanted to | |
| make a strong commitment to writing. So on New Year's Eve of that year, | |
| I did something I almost never do: I made a New Year's resolution. I | |
| decided that starting in 1997, I would spend 15 minutes a day writing. | |
| That meant 15 full minutes, in a block, each and every day, no matter | |
| what else was going on. I had always heard "write every day" as standard | |
| writer's advice, and for me it has worked out pretty well, resulting in | |
| LASH, the Earth and Sky games, these SPAG editorials, dozens of comp | |
| reviews, and a large passel of fairly crappy short stories. I don't say | |
| that last part bitterly; I figured out pretty quickly that I shouldn't | |
| stop myself from writing for fear of turning out stuff that isn't very | |
| good. "Stuff that isn't very good" is exactly what most inexperienced | |
| writers create, and why should I be any different? That's how | |
| inexperienced writers become experienced ones. | |
| Every year, I've kicked up the commitment by 5 minutes, so that in 2003 | |
| I've resolved to attain the rather intimidating target of 45 minutes a | |
| day of writing. For quite some time, I've been able to meet these goals | |
| without too much angst. Of course, I've relaxed some of the rules a bit. | |
| For one thing, "writing" has become "writing or programming" -- it | |
| didn't take many days of untangling ugly bugs in LASH for me to decide | |
| that even if I don't write a word of prose, working on code still counts | |
| as work on the game, and should count toward that day's goal. Also, I no | |
| longer force myself to do the work in a block, though I usually do | |
| anyway. Finally, I've learned to allow a little leeway, deciding that a | |
| missed day here and there isn't the end of the world as long as I'm | |
| keeping the spirit of the commitment alive -- in any case, I usually | |
| tend to exceed my daily "quota" anyway, just to reach a stopping point | |
| or to maintain momentum. | |
| Lately, though, I've been running into trouble, and I'm not sure why. | |
| Certainly, it's quite true that there's a lot going on in my personal | |
| life, but that's been true many other times during the past seven years, | |
| and it hasn't stymied me for days at a time the way that I am now. It's | |
| also true that I recently received Freedom Force, a fantastic superhero | |
| CRPG, as a late Christmas present, and consequently my compter game | |
| addiction has been particularly powerful in the last couple of months, | |
| but there have been other games, and I've been able to keep them enough | |
| in check to make room for the writing. Is it just that 45 minute figure? | |
| It's only 5 minutes more than last year, and last year I regularly spent | |
| an hour a day or more. | |
| I've wondered whether, perversely, winning the competition has had | |
| anything to do with it. Could it be that achieving something I've been | |
| aiming at for so long has left me deflated, like a rock star trying to | |
| record a follow-up to a multiplatinum album? (Hey, now there's a | |
| self-serving comparison.) Maybe it's partly that I know my design for | |
| Earth and Sky 3 is my most ambitious yet, and I'm feeling overwhelmed by | |
| the toil involved in bringing it to fruition by the comp deadline. It | |
| was always my goal to enter all three games into three successive | |
| competitions, but now I'm wondering whether I can, and as last year's | |
| winner, whether I even should. | |
| I really don't know, and I suspect that it's probably a combination of | |
| all these factors, and probably a few others besides. The only | |
| prescription for it, I guess, is to just renew that commitment. | |
| Strangely, I think writing this editorial about it has helped a little | |
| bit. If nothing else, at least I know that I've put my time in for | |
| today. | |
| NEWS ---------------------------------------------------------------------- | |
| AND THE XYZZY GOES TO... | |
| For the first several years of the XYZZY awards, the "Best Game" prize | |
| went to a full-length game that had been released outside the IF | |
| competition. (The fact that the authors of these games always had the | |
| name "Cadre" or "Plotkin" is probably mere coincidence.) In the past | |
| couple of years, though, comp games have won the top honors. 2002 | |
| brought the XYZZYs back to their roots, with non-comp games winning | |
| eight out of the ten awards categories. Since the two remaining were | |
| Yoon Ha Lee's "The Moonlit Tower" (winning richly-deserved recognition | |
| for its writing) and, well, my own game, can you blame me for feeling | |
| like the awards went pretty well? Here are the complete results of this | |
| year's XYZZY awards: | |
| * Best game: Savoir-Faire, by Emily Short | |
| * Best writing: The Moonlit Tower, by Yoon Ha Lee | |
| * Best story: Savoir-Faire, by Emily Short | |
| * Best setting: 1893: A World's Fair Mystery, by Peter Nepstad | |
| * Best puzzles: Savoir-Faire, by Emily Short | |
| * Best NPCs: Lock & Key, by Adam Cadre | |
| * Best individual puzzle: Lock & Key (setting the traps), | |
| by Adam Cadre | |
| * Best individual NPC: Boldo, in Lock & Key, by Adam Cadre | |
| * Best individual PC: Pierre, from Savoir-Faire, by Emily Short | |
| * Best use of medium: Earth and Sky 2: Another Earth, Another Sky, | |
| by Paul O'Brian | |
| NEW GAMES | |
| The flow of new games continues nicely, including a murder mystery with | |
| a twist (is there any better kind?) by Jon Ingold. | |
| * The Island Of Infinity by Alex Freeman | |
| * Red Tag Clearance by Paul Allen Panks | |
| * Insight by Jon Ingold | |
| * Mountain by Benjamin Penney | |
| * Filaments by jibi (this game is in French) | |
| YOU GOTTA HAVE ART | |
| Marnie Parker's IF Art Show took a year off in 2002, but now it's back, | |
| with an all-star panel of judges: J.D. Berry, Stephen Granade, Jon | |
| Ingold, Andrew Pontious, Mike Roberts, and Emily Short. In case you're | |
| not familiar with the IF Art Show, its emphasis is on the creation of IF | |
| that's less about narrative than about creating a rich, interactive | |
| implentation of a particular landscape, object, or character. It's given | |
| rise to such vibrant works as Kathleen Fischer's "The Cove" and Emily | |
| Short's "Galatea", and the entries are always worth checking out. More | |
| information is available at http://members.aol.com/iffyart/. | |
| EVERYTHING OLD IS NEW AGAIN... OR AT LEAST RE-RELEASED | |
| The ever-prolific Paul Allen Panks has been dusting out the game attic | |
| lately, and has released a passel of his old Commodore 64 adventures to | |
| the IF Archive. Titles include: "Enchanter: West Front to Apse", | |
| "Mark...of the Vampire!", "Mystic Castle", "Shinan Road", "Dakon River", | |
| and "Westfront II: The Eight Trials of a Warrior". For those of you | |
| without a Commodore (which, at this point, is probably most of you), | |
| these games can be played on an emulator. | |
| I SEE EBB, BUT I'M LOOKING FOR FLOW | |
| Not that I'm ungrateful for the reviews I've received for this issue, | |
| but really, six reviews isn't very many, especially when three of those | |
| are packaged up into one long piece. SPAG depends on its readers to step | |
| up to the plate and become contributors, so sit yourself down and write | |
| that IF game review that's been buzzing around your head, or get | |
| motivated with this list of the reviews I'm really hankering for right | |
| about now: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Dutch Dapper IV: The Final Voyage | |
| 2. 1893: A World's Fair Mystery | |
| 3. The Frenetic Five vs. The Seven Deadly Dwarves | |
| 4. Insight | |
| 5. The Island Of Infinity | |
| 6. Katana | |
| 7. Mountain | |
| 8. <deleted> | |
| 9. Unease | |
| 10. Words Of Power | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| Peter Nepstad's game 1893: A World's Fair Mystery was recently | |
| recognized with an XYZZY award for Best Setting, and rightly so -- it's | |
| one of the most expansive and ambitious settings ever attempted in IF, a | |
| full, detailed recreation of the 1893 Chicago World's Fair. Recently, | |
| Erik Langskaill spoke to Nepstad about Chicago, 1893, and what | |
| "illuminated lantern" really means. | |
| From: Erik Langskaill <ejl0007 SP@G hotmail.com> | |
| SPAG: Peter, thanks for agreeing to answer some questions about your | |
| game "1893: A World's Fair Mystery." Let's begin with a bit about | |
| yourself. Who are you, what do you do for a living, and what are your | |
| passions in life? | |
| PN: For a living? Er...let's just say I formerly worked for an ill-fated | |
| consulting firm that has been in the news quite a bit in 2002, and am | |
| now looking for other work, along with all of my co-workers. Which is | |
| just as well, since working there certainly wasn't one of my passions in | |
| life. Rather, corny as it sounds, I love learning, especially about | |
| history and how it has shaped the world as it is exists today. I also | |
| have a travel bug like you wouldn't believe. | |
| SPAG: What inspired you to write a game based on The World's Fair? | |
| PN: Hmmm. Well, I was born and raised in and around Chicago, but it | |
| wasn't until I left the country for a year or so that I began to get | |
| curious about Chicago history. I would visit London, say, or Kyoto, and | |
| visit historic sites and read volumes about their rich history, until | |
| finally I thought, "What about where I grew up?" So, when I moved back | |
| to Chicago, I began looking into its history. My wife and I would take | |
| short trips every weekend to different historic sites, different | |
| neighborhoods. Eventually I started reading about the World's Fairs that | |
| were held in Chicago (there were two). The first, the 1893 Fair, more | |
| and more seemed to me to be the defining moment of Chicago's history. At | |
| the same time, I was picking up TADS again after a long hiatus, looking | |
| to complete a work of IF. I was inspired to combine my two interests by | |
| the game LOST NEW YORK. Not only did I enjoy the game, but it made me | |
| feel frankly irritated that there wasn't a work of IF to represent | |
| Chicago. Always being the "second city" can be a bit of a drag, you | |
| know? So 1893: AWFM can give Chicago some bragging rights, too. | |
| Incidentally, Chicago got the name "The Windy City" not because of wind, | |
| but because of how much the city bragged about itself in order to win | |
| the congressional vote to have the 1893 World's Fair held there. So it | |
| all ties together, somehow. | |
| SPAG: I believe that this is your first attempt at writing IF, and | |
| it's a massive game for a first attempt. Can you explain how you went | |
| about learning TADS and any problems you had writing the game? | |
| PN: Actually, the first work of IF I wrote was in 8th Grade. I wrote it | |
| in BASIC on my APPLE IIe. It was a sort of Lovecraftian horror. It had a | |
| very limited parser, but I thought it worked pretty well. Only trouble | |
| was, the game would crash after about ten minutes of playing because it | |
| couldn't keep all the variables and loops I was trying to run in memory. | |
| I submitted it to our schools programming fair anyway. The judges didn't | |
| play it long enough to see it crash, and I won fourth place. The first | |
| three places went, naturally, to graphic games. Which is just as well, I | |
| would have felt guilty winning with a game that didn't work.I downloaded | |
| TADS the first time when I was in college. This was a while ago, when | |
| TADS was still shareware. I worked on it for a little while, but never | |
| actually finished a game, and put it aside for many years.So when I | |
| downloaded TADS again, almost five years ago now, I sort of remembered | |
| the language, and found it quite easy to learn. But I had no idea of the | |
| scope of the project I was taking on -- if I knew then that it would | |
| take four and a half years to complete, I never would have started. You | |
| would almost have to be a newbie to decide to take on such a project. It | |
| came out even larger than I expected -- I'm told it's the largest IF | |
| game ever written. | |
| SPAG: Where do you get the inspiration for your writing? | |
| PN: I don't read a lot of fiction anymore, I read mainly history books. | |
| So the writing in the game is the sort I like to read -- none too | |
| flowery, rather utilitarian I suppose. I have a fair-sized collection of | |
| books written in 1893, and the prose style in those influenced me as | |
| well, though a lot of their descriptions were so overloaded with | |
| adjectives as to bury a casual reader. Finally I decided to include a | |
| tour guide by the name of Shepp whose entire dialogue is lifted from the | |
| book "Shepp's Guide to the World's Columbian Exposition." The language | |
| was so rhapsodic I just had to include it somewhere. | |
| SPAG: The game is very geographically correct. How much research was | |
| needed to get the game looking so much like The World's Fair? Did you | |
| visit the site? | |
| PN: I visited the site of the fair many times. In fact, just last year I | |
| moved into the neighborhood, since by coincidence it is one of the more | |
| affordable, but still safe, ones in Chicago. I also used maps, | |
| photographs, and descriptions of the site, published both at the time | |
| and recently, to flesh out the details. I even used the Microfiche | |
| archives of the Chicago Tribune to unearth floorplans of every building | |
| and the location of exhibits in each -- though the game is not THAT | |
| geographically correct, I did use the floorplans as a general guide. | |
| Hundreds of hours of research went into making the game, but only a | |
| small piece of what I learned actually made it to the final product. The | |
| really fun part of the research has been to do some traveling to try and | |
| find remnants of the World's Fair wherever they may be. I put this | |
| information up, with photographs and travel directions, at | |
| http://www.illuminatedlantern.com/1893/1893now.html. It's the beginning | |
| of a project that can grow separate from the game itself. | |
| SPAG: You decided to release your game as shareware. What was your | |
| reasoning behind this? | |
| PN: Once I realized the full scope of the game, and the HTML elements, I | |
| knew I wanted this to be a game which can be purchased, not simply given | |
| away for free. I want the game to eventually have some shelf space in | |
| gift shops around Chicago. I want everyone to play it. With around 30 | |
| hours of gameplay, it has a good value. I just simply can't believe | |
| there is no market for an intelligent, quiet game which requires | |
| literacy, while millions of copies of Quake 90 fly off the shelves. Even | |
| for 8th graders -- I loved exploring IF when I was a kid, and kids | |
| today, given a chance, may do the same. I've hung around the IF boards | |
| enough to know that no one believes a commercial IF venture can work, | |
| memories of Cascade Mountain Publishing still fresh in everyone's heads. | |
| But I have just enough hubris to say, "let me try." On the other hand, | |
| one thing I never wanted to do was target the IF community itself as my | |
| main customer. That is, I didn't want to say, "Hey, this is my first | |
| game, why don't you buy it? And BTW, thanks for writing all those great | |
| free games I've been playing all these years." It just wouldn't be | |
| right. I feel privileged that these people are out there to play the | |
| games, and the fact that they do play the game is payment enough. Which | |
| is why I created the text-only version. Otherwise, it probably would | |
| have been straight HTML the whole time. But I wanted to create a copy of | |
| the game that the IF community could play, from beginning to end, with | |
| no catch. Then, IFers would have the option to buy the HTML version, if | |
| they want to, but everyone else can still play it for free. Really, I | |
| didn't even want to call the text version shareware, I just wanted to | |
| say, "Here it is, play, enjoy, no strings attached." But eventually I | |
| did call it shareware if only so I could better control distribution. | |
| SPAG: The CD version of the game is now available for people to buy | |
| from http://www.illuminatedlantern.com/1893 (thought I'd get the plug | |
| in there for you.) So have you been inundated with orders? | |
| PN: Not exactly -- at this point, other than posting its availability on | |
| rec.games.int-fiction, I haven't done any promotion for the game. I am | |
| working on a press release, and finishing up the look of the CD case so | |
| I can sell it in stores around Chicago. But between IF players and | |
| World's Fair collectors (who have been buying the game through e-bay), | |
| I've sold a couple dozen. I'm quite happy with the response so far. | |
| SPAG: Another question on the CD version -- as it's written in HTML | |
| TADS, did you find you had to rewrite a lot of the code or had you | |
| always planned to release an HTML version? | |
| PN: Once I figured out I could do it I was determined to do so. That was | |
| probably two years into the actual coding. That said, I didn't know for | |
| sure I could do it until after I had released the text version in July | |
| and began the actual coding for the HTML! Very little had to be | |
| re-written, but a lot of code had to be added on. | |
| SPAG: What's next on the drawing board for you? | |
| PN: I don't know, yet. Right now I'm looking for a fulltime job, which | |
| is a fulltime job in itself. I also publish a webzine about Asian | |
| Cinema, which I have fallen way behind on while finishing up 1893 (It's | |
| the main site, www.illuminatedlantern.com -- in case anyone was | |
| wondering, Illuminated Lantern actually refers to the Asian Cinema zine, | |
| not IF. But it does nicely work out for both). Next projects in | |
| Interactive Fiction, I've got about a dozen all percolating in my head | |
| (another problem with taking four years to finish a game). I'd like to | |
| make a sequel to 1893, which I am researching right now. I have a couple | |
| comp-sized games I'd like to complete. And I've got two other TRILOGIES | |
| of games which I have outlined in some detail. Good grief. Needless to | |
| say, 1893: AWFM won't be my last work of IF. Just pray with me that my | |
| next one won't take as long. | |
| SPAG: What recommendations would you make to someone who is thinking | |
| about writing their first work of IF but does not know where to | |
| start? | |
| PN: Probably the most important thing is to pick a topic that interests | |
| you outside of IF. That is, if you weren't writing a piece of IF right | |
| now, would you still be interested in your topic? Would you still study | |
| it? If so, it's a good bet. I stopped working on my game for months at a | |
| time. But because I was quite interested in Chicago history, I always | |
| came back to it, and then back to the game. Secondly, don't write a game | |
| to learn TADS. Learn TADS to write a game. The game comes first, not | |
| clever coding tricks. Decide what you want to appear in the game, then | |
| make it happen. When you're starting, you might just nest dozens of | |
| if/else statements to make it happen -- whatever you are comfortable | |
| with. Later, you will learn better ways to code and you might go back | |
| and change it. Then again, if it ain't broke, don't fix it. Let your | |
| code be ugly. It doesn't matter, as long as the player experience works. | |
| And finally, if you're not sure where to start, just start. Code the | |
| first room. Then the next. Put a few objects in it. Puzzles will begin | |
| to present themselves to you. You don't need to know exactly how the | |
| story will end. I've never been an advocate of mapping everything out | |
| first. That's the most certain way I can think of to burn out on a | |
| project before it even gets started. Once I started 1893: AWFM, it had a | |
| life of its own. I tried a couple times to make it smaller, but it | |
| wouldn't let me. | |
| SPAG: Several people have mentioned that they thought you would wait | |
| and release your game in time for this years comp. Was there any | |
| reason for not entering the game for the comp (apart for the time | |
| restriction in playing)? | |
| PN: The size knocked that out right away. It's practically the length of | |
| all of the comp games this year combined! I had thought I might be able | |
| to finish a comp-sized game as well this year, but I underestimated the | |
| effort required to bring 1893: AWFM to completion, so it never got done. | |
| There's always next year. | |
| SPAG: Talking about the comp, what did you think of this years comp? | |
| Did you manage to play any of the games? | |
| PN: I didn't have time to play very many, unfortunately. I tried playing | |
| Augustine, but I have a natural aversion to Florida, so I had to stop. | |
| The Granite Book was quite good and sort of gave me an Ursula K. LeGuin | |
| vibe for some reason, but it was a bit confusing. And I played Till | |
| Death Makes A Monkfish Out Of Me!, which I quite liked. Overall I was a | |
| bit disappointed at the small amount of TADS games, but overjoyed that | |
| the 'one-room' game genre seems a thing of the past. But time was just | |
| not on my side this year, and instead of playing them all, I hope to use | |
| the post-comp reviews to pick out and spend time with the best-of. | |
| SPAG: Finally can you give us your thoughts on the current state of | |
| the IF community and what you feel will happen in the future? | |
| PN: The community seems pretty strong, these days. One can assume that | |
| the vocal minority (who actually post in the newsgroups) has behind it a | |
| lurking majority (who, like me, may only post a couple times a year). | |
| The amount of comp games every year pretty much indicates interest is | |
| still going strong. As for the future, who knows. Personally, I'd like | |
| to see less competitions, and more collaborations: groups of IF authors | |
| writing variations on a theme, building a shared world, or contributing | |
| to an anthology. Mini-comps, I think, point the way to this kind of | |
| collaborative IF. I'd also like to see writers become more aware of | |
| branding, and ways of differentiating their offerings from the sometimes | |
| overwhelming mass of individual games in the archive. These are | |
| definitely not predictions of the future, but rather what I think could | |
| be interesting possibilities. | |
| 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: Jessica Knoch <jessicaknoch SP@G mindspring.com> | |
| TITLE: Chateu Le Mont | |
| AUTHOR: Paul Panks | |
| EMAIL: dunric SP@G yahoo.com | |
| DATE: Fall 2002 | |
| PARSER: DOS (homebrew) | |
| SUPPORTS: DOS | |
| AVAILABILITY: http://www.ifarchive.org/if-archive/games/source/basic/chateu.zip | |
| URL: http://www.geocities.com/dunric/westfront.html (with screenshot!) | |
| VERSION: 5.75 | |
| The latest Star Trek movie, Nemesis, is a great movie. But only if you | |
| like Star Trek movies. If, for one instant, you were to view it | |
| critically and compare it to a truly great film (an exercise left to the | |
| reader), you would come away feeling that Nemesis wasn't worth seeing | |
| even if the theaters paid people to see it and threw the popcorn in too. | |
| If you *like* Star Trek, on the other hand, and are able to completely | |
| ignore any technological problems and gaping plot inconsistencies, you | |
| will like the movie. | |
| Chateu Le Mont by Paul Panks is a text adventure written in BASIC. If | |
| you like BASIC adventures, with their simplicity of plot, the occasional | |
| bug, and complete lack of character development, not to mention the | |
| amazingly simple one-line room "descriptions," then you will like Chateu | |
| Le Mont. All it takes is the ability to recognize the game for what it | |
| is, and play it for those qualities. | |
| For whatever reason, I was able to get into Chateu Le Mont and really | |
| ended up liking it. Of course, a lot of that is because the feel of the | |
| gameplay from its "kill everything because it is there" mentality to its | |
| plug-and-chug combat to its "pick a spell, any spell" magic system is | |
| quite reminiscent of Dungeons and Dragons, and I really like Dungeons | |
| and Dragons. You have hit points, an armor class, and a level, and you | |
| gain experience points for killing anyone or anything. All of the | |
| "monsters" are regenerated at the start of each new "day," and that | |
| includes any townspeople you might have killed, so feel free to hack | |
| away. Hey, that villager has 167 hit points compared to my 100! | |
| So, your purpose in Chateu Le Mont is to kill a vampire, who lives south | |
| of town. So far, so good. You spend a good bit of time flailing about | |
| the town, until you figure out where to get a weapon and some armor, and | |
| what happens when you die (you are resurrected every time). This is the | |
| point at which you learn you can die from dehydration, and that drinking | |
| from the well doesn't help your dehydration, but the fountain does. | |
| The dehydration death is just one of many "sins" of Chateu Le Mont, | |
| although at least it doesn't have a maze. There's a light problem, and | |
| figuring out how to turn on the lantern is a guess-the-verb puzzle all | |
| on its own (although it shouldn't be -- I'm just not used to trying the | |
| verb "use" -- and that shouldn't be considered a spoiler, it should be | |
| called a blessing to modern IFers). Other "sins" include the parser | |
| pretending to understand things that it doesn't: WEAR (to give a random | |
| example) SHOES gives "You can't wear that" when what it *really* means | |
| is "You can't see any such thing" or "You must be holding an item before | |
| you can wear it." There are a ton of useless locations that are a little | |
| tricky to map at first. There are actions that make the game unwinnable | |
| with no logic and no warning. And, last of the major "sins," the player | |
| has to depend on randomness (in the form of the fighting system) to win | |
| the game. | |
| There are a few strange bugs which seem not to affect gameplay much. For | |
| instance, whenever you find some gold, the gold remains wherever it was, | |
| meaning you can pick it up again, and again, until the limits of your | |
| patience run out (or some kind of overflow -- I wonder what the integer | |
| limit is?), racking up all the gold you can stand. Unfortunately, there | |
| is nothing exciting to buy with the gold except items you brought to the | |
| store yourself, and the shopkeeper never marks up his prices, so it's | |
| always a straight exchange. | |
| Another odd bug that does affect gameplay is that when you save your | |
| game, quit, and restore it, you are knocked back to level 1. I think the | |
| hit points remain, but upon perusing the source code I found that you | |
| must be level 7 before you can go after the vampire in his own house, so | |
| the save/restore bug could be an annoyance. The source code really came | |
| in handy on this one, by the way, although I was unable to effectively | |
| change the annoying inventory limit. | |
| Finally, the first time I fought the vampire, the vampire cursed me and | |
| made the stake disappear. I can't kill the vampire without the stake, | |
| and it was nowhere to be found. I have no idea why this happened, and | |
| ended up replaying to finish the game. | |
| All in all, this is a fun little game that may amuse, depending on your | |
| tastes. The "problems" I've touched on speak for themselves: if you can | |
| look past them, and like random combat, go ahead and have a good time | |
| with Chateu Le Mont! However, I would recommend just another shot or two | |
| of originality from the author the next time around. I mean... a hobbit? | |
| And did the vampire HAVE to be named Count Dracula? | |
| P.S. I finished with 14932 points. Can you beat that? | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| TITLE: Frobozz Magic Support | |
| AUTHOR: Nate Cull | |
| EMAIL: culln SP@G xtra.co.nz | |
| DATE: February, 1997 | |
| PARSER: TADS 2 | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware, IF archive. | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/fmsr4.gam | |
| VERSION: 4 | |
| Back in 1996, the Internet IF community was just beginning to take off. | |
| The second IF competition had been even more successful than the first, | |
| and experimental works were just starting to appear. Still, the majority | |
| of the IF produced at this time was either an Infocom tribute or | |
| followed the style of an Infocom game. Frobozz Magic Support is a case | |
| in point. If the title doesn't make this obvious, this is one of the | |
| many games to pay tribute to the Zork/Enchanter games. In fact, it is as | |
| if the author was thinking "let's see. References to the Flatheads? | |
| Check. Appearance of the Implementors? Check. Game can be made | |
| unwinnable by doing actions in the wrong order? Check. Really annoying | |
| maze? Check." The only things missing were a sleep timer and starvation | |
| puzzle. Well, perhaps the maze would be regarded as creative by some. | |
| Let me put it this way, if you enjoyed the maze in the 2002 competition | |
| entry called Evacuate, you will be thrilled with this one. I didn't care | |
| for either maze. However, as old-school IF, this really isn't as bad as | |
| I made it sound. For one thing, the story is original. You are a novice | |
| support clerk who goes on calls to help people out of the jams they get | |
| themselves into when magic doesn't quite work like it should. This, plus | |
| the numerous references to blorple and all the cubes gives me the | |
| impression that this is supposed to be taking place at the same time as | |
| Spellbreaker. One of the problems you fix, for example, is an Enchanter | |
| who has turned himself into a shark with the Snavig spell. The spell | |
| won't wear off. Similarly, your companion is a burin that got animated | |
| with a malyon spell. Once again, the spell doesn't want to wear off. | |
| Perhaps this was the beginnings of the failure of magic which resulted | |
| in the great conclave in Borphee. | |
| Unfortunately, Frobozz Magic Support doesn't do as much with this plot | |
| as I thought it should. Like much older IF, the plot is mostly an excuse | |
| for puzzles. The puzzles vary from creative to annoying. As I mentioned, | |
| it is easy to silently make the game unwinnable if you don't do things | |
| in the correct order. On top of this, the hint system in the game is the | |
| worst I've ever seen. I've never programmed in TADS, but apparently, | |
| hint systems of any kind are quite difficult to design in that language. | |
| I say this because I rarely see a good hint system in TADS. This one is | |
| nothing more than a dump of all the hints, which are rather vague. You | |
| have no control over what gets shown. You type "hint" and get about two | |
| screens worth of little clues. I would have preferred that it be | |
| context-sensitive or at least present a simple menu. The other option is | |
| to type "walkthrough" which spits out a list of commands which will win | |
| the game. Neither was very satisfying. I suggest that if you must resort | |
| to hints, download the solution from the if-archive at | |
| ftp://ftp.ifarchive.org/if-archive/solutions/frobozz.sol. It explains | |
| the logic of the puzzles and is divided into sections. I ended up having | |
| to look at this solution more than I care to admit because after I | |
| discovered how easy it was to make the game unwinnable, I wanted to make | |
| sure I wasn't doing anything to ruin the game. These elements really | |
| surprised me because in Mr. Cull's later Glowgrass, they are largely | |
| absent. Also, in his interview after the 1997 competition, he talked | |
| about how much he disliked puzzles of the very type he programmed in | |
| Frobozz Magic Support. As I said, he seemed to be making a conscious | |
| effort to emulate Infocom to the point that he ended up exaggerating it | |
| a bit. | |
| The bottom line is this: if you are a big Enchanter fan, and don't mind | |
| the type of game which will require a few restarts, give this one a | |
| shot. If you were introduced to IF with Photopia and don't know Belboz | |
| from Krill, forget it. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G mts.net> | |
| NAME: Savoir-Faire | |
| AUTHOR: Emily Short | |
| EMAIL: emshort SP@G mindspring.com | |
| DATE: 2002 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/savoir.z8 | |
| RELEASE: 6 | |
| The type of IF I've always preferred has been more puzzle-based than | |
| story-driven, and as a result, I've always enjoyed the old Infocom games | |
| because, if anything, they erred on the puzzle side of that spectrum. | |
| They typically featured mazes, colour-based puzzles, hunger and weight | |
| restrictions, and a whole host of other implements we just don't see in | |
| modern IF today (albeit in most of those cases, for very good reasons). | |
| With the lack of many truly puzzle-oriented games lately, I have been | |
| longing for a big puzzlefest-type game reminiscent of an Infocom classic | |
| and I'm happy to say I've found one in Savoir-Faire. | |
| Savoir-Faire comes out and blatantly calls itself a piece of old-school | |
| IF; a throwback, if you will, to the days of Infocom and perhaps more | |
| recently to the days of Curses and Delusions. | |
| When a game comes out and patently calls itself old school, comparisons | |
| to some of the more popular Infocom classics and early shareware games | |
| will be drawn. So the question is, does Savoir-Faire succeed in | |
| replicating the old Infocom standard? As far as I'm concerned, it | |
| doesn't just succeed in replicating it; it's better in every respect I | |
| can think of while still maintaining the illusion that the game could | |
| have been created in Infocom's heyday. | |
| For example, Savoir-Faire implements many common design strategies used | |
| in Infocom games that are now considered designing no-no's | |
| (encumbrance-based carrying systems, hunger restrictions, the opening of | |
| doors before you go through them), but does so in a much more | |
| contemporary and less threatening fashion. There are different | |
| light-based puzzles for example, a maze of sorts, and an abundance of | |
| locked doors, yet Ms. Short seems to reluctantly (and thankfully) only | |
| put a half-hearted attempt into creating an authentic old-school system. | |
| The hunger restriction, for example, is only that in name and serves | |
| more as a reminder of what goals you should be focusing on as opposed to | |
| a rigid hurdle that has to be traversed (which is to say you can never | |
| die of hunger). Unlocked doors open automatically once unlocked, and any | |
| encumbrance issues are nicely done away with, with a sack that can carry | |
| pretty much anything. It probably grated on a game designer as strong as | |
| Ms. Short in the first place to have to implement so many old-school | |
| faux pas, let alone make them completely unuser friendly. Fortunately | |
| for the player, it appears that her innate sense of good game design | |
| prevailed. | |
| Continuing on with the puzzles, Savoir-Faire again throws up some old | |
| Infocom tropes without the typical old school constraints (i.e., | |
| unwinnable game states). The credits list the game as cruel, which makes | |
| me typically feel that there are many opportunities to put the game into | |
| an unwinnable state. Actually, when I see a cruel rating for a game | |
| followed by the word 'unwinnable' I get that eerie chill down my spine | |
| that I got so often while playing So Far, where every turn seemed | |
| destined to limit my possibilities. Although some of the puzzles were on | |
| the tougher side, none were unachievable without a little lateral | |
| thinking, and I can't think of one that would be considered truly cruel. | |
| On the contrary there are plenty of ways to solve the same puzzle unless | |
| you go about willfully destroying things (and even then you might find | |
| some possible avenues). At one point, while I was stumped, I attempted | |
| an action that involved the destruction of an item (an action which I | |
| was sure would lead me to an unwinnable state). To my surprise, an | |
| alternate solution that I'd thought of but which I felt unlikely to be | |
| implemented, turned out to work. To my further surprise, upon reading | |
| the verbose walkthrough, I discovered many other solutions for that | |
| particular puzzle and was duly impressed. | |
| Once again in defiance of most classic-IF axioms, there is very little | |
| linearity in this game. As I mentioned, alternate solutions abound and | |
| the puzzle-solving process is aided by a whole plethora of parsed verbs | |
| to choose from. Savoir-Faire is a game that understands the following | |
| sentences equally: | |
| >get water from well with teapot. | |
| >fill teapot with water from well. | |
| And Savoir-Faire also provides for many rare but useful verbs as well as | |
| verb synonyms. | |
| Also remarkable are the impressive bits of programming involved in the | |
| game. There is a magical set of physics to Short's world that the player | |
| learns through flashbacks and bits of backdrop, and the macroparsing | |
| involved in setting up this particular magic system is impressive; all | |
| the more so as the game was originally released in .z5 format (as | |
| opposed to the .z8 of later releases.) When things work as smoothly as | |
| they do in Savoir-Faire, you know there's a lot going on behind the | |
| scenes that makes the game work as efficiently as it does. For the | |
| average author this means adding libraries, extra classes, and more | |
| often than not ugly, redundant bits of programming. But for the true | |
| artist, efficiency is what's important and nowhere is efficiency more | |
| apparent in any recent game in memory, than it is with Savoir-Faire. | |
| Sure, in terms of gameplay I guess it ultimately doesn't matter how big | |
| or small a game is, but as a hack programmer myself, I really do | |
| appreciate the elegance and efficiency with which Ms. Short constructed | |
| her universe, as I know how difficult it is to make it so. | |
| Anyway, all these positives and I haven't even talked about the writing. | |
| Ms. Short, a former winner of an XYZZY for best writing, has an | |
| economical and beautifully descriptive way about her prose. It's | |
| effective and lasting and brings every piece of scenery to life. The | |
| writing is such a pleasure to read that one could still enjoy the game | |
| greatly just playing it strictly with a walkthrough and reading the | |
| responses the game spits back at you. So to sum up, Savoir-Faire is a | |
| great game, and I don't have many complaints about it. Since this is a | |
| critique of the work, however, I feel obliged to talk a bit about | |
| something I wasn't overly fond of in the game, and surprisingly (when I | |
| think back to Short's other works), what I wasn't overly impressed with | |
| was the story. Well that's not true exactly. I thought the story and | |
| background were great up until the ending, after which I felt | |
| differently about the story as a whole. | |
| The plot starts off with the PC, a minor noble in financial difficulty, | |
| returning to the house of his youth where an adoptive family had once | |
| raised him. Upon finding the manor abandoned, the PC decides to ransack | |
| it for profit (and so begins a classic treasure hunt, albeit with a lot | |
| more backstory than the Infocom standard). The story to this point is | |
| fine, but as bits of background became more and more available | |
| throughout the game, it seems obvious that the protagonist was treated | |
| quite fairly by his adoptive parents and their daughter (who it appears | |
| also had a crush on him) despite his poorer upbringing and what you | |
| could only assume was a lower status in their household. I therefore | |
| found it extremely jarring that he would go back and pillage the home of | |
| the people who showed him so much kindness growing up. Other factors | |
| contributed to my growing disdain for the protagonist as well. For | |
| example, the constant reminders of his hunger (as illustrated by his | |
| constant yearnings for different exotic foods) that I had mentioned | |
| earlier, while important to the plot as it focuses the player on the | |
| task at hand, also reinforced, to me at least, the PC's selfishness. I | |
| mean really, worrying about gourmet cuisine when it was becoming readily | |
| apparent that a dear friend was in trouble? These are not the thoughts | |
| of a modern day IF hero. As a result, by the time the ending rolled | |
| around, I didn't have a great deal of respect for the protagonist and | |
| hoped all the while that he would receive an 'appropriate' reward for | |
| his violations and selfishness. | |
| In this respect, the game's PC reminded me a lot of the protagonist from | |
| Infidel (an Infocom classic for those who don't know). Infidel featured | |
| a protagonist who was a self-centered excavator and treasure seeker, | |
| committed to running through anything and everyone in his pursuit to | |
| achieve his goals. Fittingly, he receives a 'reward' worthy of his | |
| self-absorption upon reaching Infidel's conclusion. I was hoping for a | |
| similar result in Savoir-Faire but found none. No ending that befitted | |
| the crimes I'd committed, no slap on the wrist, no scolding, no guilt; | |
| Just some tacked-on sugary sweetness that completed the fairy tale in a | |
| typical and (at least for me) unsatisfying way. | |
| Interestingly enough, Infidel's original ending was very similar to | |
| Savoir-Faire's. I remember reading an interview with Infidel's author | |
| Mike Berlyn, and he alluded to the fact that the game's original ending | |
| finished very positively; the way most treasure hunts did at that time. | |
| But the ending was changed between the initial beta-tests and the game's | |
| final release because of an outcry from testers who disliked the | |
| protagonist, and thought he deserved far worse than the ending had | |
| provided. Faced with such an overwhelming sentiment, Mike and his team | |
| got to work to fix the ending and thus was born Infocom's first tragedy. | |
| Looking at the credits for Savoir-Faire, I noticed 4 beta testers to its | |
| credit -- a normal amount for a piece of modern IF. Let me start by | |
| saying that these four testers did a great job. As I've already | |
| mentioned in this review, Savoir-Faire is a technical marvel, and so | |
| much more playable than any Infocom game I can think of that it's | |
| laughable. But I would hypothesize that one advantage of having tens of | |
| testers look at a game (which was the case with the Infocom games) is | |
| that it's easier for an author to notice trends and sentiments with | |
| respect to storyline and mood. So if an author notices, lets say, 6 out | |
| of 20 people not feeling at ease with a story's direction it's a lot | |
| easier to detect a plot concern than if 1 out of 4 people notice a | |
| similar issue. I'd also hypothesize that having a smaller number of | |
| testers might mean that those same sentiments may be overlooked and that | |
| ultimately having a greater number of beta-testers will improve a | |
| storyline regardless of who writes it. Having said that though, it's | |
| tough to find dedicated beta-testers in the first place these days, let | |
| alone tens of them, and again this is not a criticism of Ms. Short's | |
| work in any way, just a comment on how the IF scene is different today | |
| as compared to the Infocom heyday. Hmmm... I guess the old Infocom games | |
| may have actually had an advantage or two in some areas over today's | |
| games after all. Go figure. | |
| Anyway, my brief quibble with the ending notwithstanding, Savoir-Faire | |
| is an excellent game penned and programmed from one of today's IF | |
| masters and well worth playing. Download it today! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| ###################################################### | |
| ###### REVIEW PACKAGE: STATIC STORY STRUGGLES ###### | |
| ###################################################### | |
| From: Valentine Kopteltsev <uux SP@G mailru.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 | |
| 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 | |
| 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 | |
| I've rather often heard the opinion that a direct conversion of static | |
| fiction to IF is doomed to failure from the very start. The main | |
| argument: the attempt to apply the rigid structure of a static plot to a | |
| text adventure inevitably results in the gameplay degenerating into | |
| either straightforward railroading through the scenario, or random | |
| casting around for the "hidden button" -- a "magic" command that will | |
| advance the story. | |
| It's a strong argument -- but still, I'd rather disagree. In a sense, | |
| practically *any* work of IF has some sort of framework -- a prescribed | |
| set of commands the player needs to enter to win the game -- and it | |
| doesn't seem to make an essential difference whether this framework | |
| stems from static fiction, or not. As so many things in our life, it's | |
| all a matter of implementation, of how well the author manages to hide | |
| the game mechanics, and -- yeah, to cheat the player into believing | |
| (s)he's free to do just anything. ;) Furthermore, the degenerating | |
| gameplay isn't necessarily a bad thing -- I'm thinking here, say, of | |
| Being Andrew Plotkin, the champion in railroading, and of Shade, the | |
| ultimate in random casting. If gameplay would degenerate like that in | |
| every work of IF, I wouldn't mind at all. (Of course, the two games | |
| mentioned above aren't the best examples to demonstrate successful | |
| static fiction-to-IF conversion -- since none of them is based on a | |
| static story. Sigh. ;) | |
| Apparently, I'm not the only one who doesn't share the opinion about the | |
| fundamental faultiness of such an approach to writing IF, because games | |
| using this very approach keep being released. IF-Comp 2002, for | |
| instance, had at least three entries of that kind (it's possible there | |
| were more -- I didn't manage to play all Comp-games this year). Let's | |
| look how they succeed in overcoming what's considered to be the inherent | |
| burden of the genre. | |
| Sizewise, our first aspirant, AUGUSTINE by Terrence V. Koch, easily | |
| outweighs the other two: it's a full-sized saga based on the popular | |
| Highlander series. | |
| An important note: I'm not acquainted with Highlander well enough; to be | |
| more precise, I only have got knowledge of its general concept, and have | |
| seen a few random fragments of the movies. I don't think I'd recognize | |
| Duncan McLeod if I met him in the street; heck, I even had got to look | |
| up his last name at the Internet to write it correctly... and probably | |
| misspelled it, nevertheless! ;) Thus, I can't judge the originality of | |
| Augustine, and it didn't affect my rating of the game. | |
| The story is about the everlasting fight between Good and Evil, | |
| represented by Pallidyr Gaelhawk (the PC), and his vile opponent, Kasil, | |
| respectively. After their first encounter, their destinies become as | |
| entwined with each other as... as... well, after two hours pondering on | |
| objects suitable for this metaphor I've decided to drop it altogether, | |
| but let me assure you -- their destinies become pretty entwined. ;) Both | |
| enemies hate each other -- but it seems they can't go without each | |
| other, either; their paths keep crossing, and sometimes they even become | |
| allies. As a result of their opposition, the city St. Augustine is | |
| built, the history and development of which both heroes influence over | |
| centuries. Though the story is rather complex, it's entirely consistent, | |
| too; I don't remember any stretching points. Again, I can't tell whether | |
| the author developed it himself, or borrowed it; but if it's original, | |
| it represents a major plus for the game. | |
| Another important plus is the writing. It'd be a lie if I said it was | |
| the most vivid I've ever seen, but it's -- well, solid and monumental, | |
| and thus just the kind of writing required for such an epic work. In | |
| some way, it's reminiscent of antique Greek statues, and since the | |
| author seems to be well aware that the perfect beauty of such a statue | |
| can be destroyed by one single speck of dirt, he's made a serious effort | |
| to eliminate all misspellings and grammar mistakes (well, very few | |
| glitches appeared towards the very end -- probably a territory less | |
| explored by beta-testers). | |
| The gameplay is mostly of the railroading type, which is acceptable (if | |
| you don't mind being railroaded, that is) -- with the exception of a few | |
| points where it turns into towing, requiring from you either actions | |
| that aren't motivated by anything except the game telling you explicitly | |
| you've got to do it, or long sequences of obvious moves (I'm thinking | |
| here, say, of the excursion through Augustine). OK, I'm perfectly aware | |
| how difficult it is to avoid such situations in a game of that kind, and | |
| have understanding for them, but what can I do? They just annoyed me! | |
| Probably in order to counterbalance the elaborate writing, the author | |
| kept the setting rather ascetic. Sure, decorations weren't the main | |
| point of this game -- but still, the expediency of implementing, say, a | |
| lunch that "doesn't appear appetizing" is questionable at best. (Well, | |
| and giving such a lunch to his beloved father doesn't seem very kind of | |
| the PC -- though I'd understand if he gave it to his opponent, Kasil! ;) | |
| Honestly, I think I'd prefer no scenery at all. | |
| To sum up -- Augustine is a typical representative of the genre, with | |
| all the faults characteristic of it: it's good as a story, but isn't | |
| nearly as good as a game. | |
| The other two games fight in a much lighter class -- the class of short | |
| (or, rather IF Comp-conforming) story. They have a couple of more things | |
| in common: both of them have got a mystical aspect, and are to a no | |
| small degree based on reminiscences of the past. | |
| The first of them, ERIC'S GIFT by Joao Mendes, represents a genre I used | |
| to dislike when I was a teenager: it's mainly about meeting people and | |
| talking to them. Since talking is so important here, the game brings up | |
| a splendid conversation system. Yeah, I really liked it, especially the | |
| way it kept track of topics already discussed. Together with the solid | |
| implementation, it made sure the technical prerequisites for a | |
| successful game were fulfilled. | |
| Unfortunately, those weren't the only preconditions to be met. You see, | |
| this was the kind of story without much superficial action, where | |
| building up inner emotional tension was of essential importance. The | |
| problem of Eric's Gift was, the emotions for such tension just weren't | |
| present. An example: if, one day, they tore the Kremlin down (shudder on | |
| the thought), and built some of those ugly standard multistory blocks of | |
| flats in its place (shudder even more), a guided tour through the area | |
| probably would look like this: a small group of trippers would limply | |
| follow a tired guide who'd say from time to time in a flat tone, "To | |
| your left, the Basilicus Cathedral once stood; this nice department | |
| store replaced it. And if the Spassky Tower still was intact, it'd cast | |
| its shadow upon that dusty lawn to your right." You can imagine how | |
| "exciting" such a tour would be; well, it's a pretty accurate picture of | |
| what I experienced when playing Eric's Gift. That is to say, the | |
| culmination, which would release the aforementioned (and absent) | |
| emotional tension, just wasn't there; instead, the game just told me | |
| where it should be. And though the narrator presumably was involved in | |
| the events described, his voice rather seemed to belong to a distant | |
| (and not very interested) observer. | |
| This lack of emotions affected the gameplay negatively. I mean, if the | |
| game managed to excite me, I'd probably do the moves it was expecting | |
| from me instinctively, and would finish the story at one gulp. The way | |
| it was, however, it turned into -- well, random casting around, as | |
| described in the opening section of this set of reviews; the cues | |
| provided by the game appeared rather gawky, and all in all, it wasn't so | |
| enjoyable. I think that's a good example of the interdependencies | |
| between single aspects in IF; a more passionate, "intense" writing style | |
| automatically would fix most of Eric's Gift's gameplay issues. | |
| While PHOTOGRAPH by Steve Evans has got a number of things in common | |
| with Eric's Gift, playing it has been an entirely different experience. | |
| The author gambled on a rich setting (with the story progressing when | |
| the player examined or manipulated certain objects in various ways) -- | |
| and it paid off; the main effect was that the gameplay didn't differ | |
| much from your "normal" text adventure. (Well, I think it'd work even | |
| better for me if the author didn't mention beforehand his game was based | |
| on a static story; the way it was, a small but importunate and malignant | |
| voice in my ear kept whispering after each move, "Aha! Another | |
| plot-advancing trigger!"). In its first stage, the game went on at a | |
| measured, pleasantly unhurried pace, like a river flowing through a flat | |
| country, and splitting up into many arms (represented by arising plot | |
| branches). | |
| Unfortunately, as it came to linking all the arms back to a common | |
| channel, Photograph didn't succeed nearly as well. At some point in the | |
| game (to be more precise, just after the dream where the player was the | |
| pharaoh Akhnaten), the decorations suddenly shrank to the "bare | |
| essentials", the barely noticeable guiding nudges of the first half of | |
| the game turned into rather off-hand pushes and pokes, and the amount of | |
| static descriptive text displayed between the player's action started | |
| increasing continuously, giving me the strange feel of interaction | |
| thinning out like a forest. I don't know whether it happened due to a | |
| lack of time on the author's part, or for other reasons (like, say, an | |
| attempt to express the intensifying action, and growing emotional | |
| tension of the story), but it represented a rather unpleasant change for | |
| me; besides, in all the haste, most of the plot branches that had shown | |
| up at the early stages of the game, remained unresolved, leaving me | |
| wondering about a number things. A pity it is. | |
| OK, as it seems, none of the games reviewed was fully able to break the | |
| Dreadful Static Story Imprecation; still, some of their aspects (and | |
| especially the first half of Photograph) give occasion to hope it will | |
| be overcome some time. The recipes for that, as I see them, are rather | |
| simple in principle (though implementing them might be tough): a rich, | |
| thorough setting that'd give the player a sense of freedom, combined | |
| with an exciting plot and writing, which would prevent the player from | |
| even thinking of stepping off the main game path. I know, it sounds | |
| rather contradictory -- but finding a compromise, a fair balance between | |
| conflicting demands is an essential part of any development process. | |
| Also, maybe there are other recipes I'm not aware of, as well. Sooner or | |
| later, we'll see -- won't we? | |
| SUBMISSION POLICY --------------------------------------------------------- | |
| SPAG is a non-paying fanzine specializing in reviews of text adventure | |
| 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! | |
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