| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #35 -- 2003 IF Competition Special | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| December 31, 2003 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #35 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 ---------------------------------------------------- | |
| SPAG interviews the authors of the top three Comp games: | |
| * Star Foster and Dan Ravipinto | |
| * Michael Coyne | |
| * Quintin Stone | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| The Adventures Of The President Of The United States | |
| The Atomic Heart | |
| Baluthar | |
| Caffeination | |
| Cerulean Stowaway | |
| Episode In The Life Of An Artist | |
| The Erudition Chamber | |
| Gourmet | |
| Internal Documents | |
| The Recruit | |
| Risorgimento Represso | |
| Sardoria | |
| Scavenger | |
| Shadows On The Mirror | |
| Slouching Towards Bedlam | |
| Temple of Kaos | |
| ############## Review Package: Interactive Reality Show? ############## | |
| # The Erudition Chamber # | |
| # The Recruit # | |
| # A Paper Moon # | |
| ####################################################################### | |
| EDITORIAL------------------------------------------------------------------ | |
| Interactive fiction got some great publicity recently with a four-page | |
| writeup in Games magazine, thanks at least in part to erstwhile SPAG | |
| reviewer Duncan Stevens, who wrote a Games staffer suggesting an IF | |
| article might be a cool thing for them to do. For those of you who | |
| aren't familiar with the magazine, it consists mostly of, well, games: | |
| trivia, wordplay, riddles, and other puzzles, including a big center | |
| section entitled "Pencilwise", printed on newsprint and full of | |
| crosswords, cryptograms, logic conundrums, quizzes, word searches, and | |
| all sorts of other nifty pencil puzzles. However, the magazine also | |
| contains reviews of new games (of both the digital and physical | |
| varieties) and articles about various aspects of gaming, which is where | |
| the IF piece appeared. | |
| I bought the issue, of course, and just to get my money's worth, I | |
| played through all the puzzles, including everything in the Pencilwise | |
| section. I had a great time doing this, which got me started thinking | |
| about puzzles. I actually used to subscribe to Games magazine when I was | |
| in my teens, and that was right around the same time I was way into | |
| Infocom games. I guess I was a real puzzle aficionado back then. I can | |
| remember working diligently at Infocom's puzzles, hammering away at | |
| games for days, weeks, or even months at a time, trying new things each | |
| day as they'd occur to me. On those occasions when I finally did figure | |
| out a puzzle (as opposed to breaking down and buying the Invisiclues), | |
| the feeling of accomplishment was exquisitely sweet. This magazine | |
| brought me back to that experience, and made me realize that I don't do | |
| that with IF anymore. I wonder why? | |
| At least part of the reason is that now, I have other options. When I was | |
| stuck on an Infocom puzzle, there was no Internet to trawl for a | |
| walkthrough, and none of my friends were into my nerdy pursuits, so my | |
| choices were to either keep working on it or to buy the clues. In those | |
| cash-strapped days, it wasn't much of a choice at all. When a puzzle | |
| frustrates me now, the answer is often at my fingertips. Solutions are | |
| available for almost all older games, whether in the form of actual | |
| walkthroughs at the archive or old rec.games.int-fiction discussions | |
| preserved in Google's vaults. Even for brand new games, IF-loving | |
| friends are now only a MUD login away. I doubt I'll ever again live in a | |
| world where hints were as hard to find as they were in the 80's. | |
| Still, I don't think the simple availability of help is the only reason | |
| why I don't find myself working at IF puzzles for long stretches any | |
| more. There are other factors, many of which have to do with the fact | |
| that IF is an amateur-driven, community-based enterprise nowadays. For | |
| one thing, amateur games don't go through the kind of editing and | |
| testing process that Infocom had, and therefore I'm a lot more reluctant | |
| to trust that the solution to any given puzzle will actually make sense. | |
| The investment of putting weeks of thought into a puzzle turns out to be | |
| a bust when that puzzle is completely nonsensical or unguessable, and | |
| after playing through enough read-the-author's-mind scenarios, I'm much | |
| quicker to suspect that the problem is with the puzzle rather than with | |
| me. Also, there's the fact that now, IF games have a sort of | |
| time-sensitivity that they didn't before. In the past, nobody but me | |
| really cared if I spent a year trying to get the hungus in Beyond Zork | |
| to cooperate with me, but now, spending too much valuable time | |
| cogitating on a puzzle means missing out on the initial wave of | |
| excitement about a good new game, and losing the chance to participate | |
| in that first and most vital public discussion. | |
| The IF competition is probably the most extreme example of this | |
| phenomenon. When you've got thirty games to play in six weeks, and only | |
| two hours to devote to each, there's precious little time for puzzle | |
| solutions to come while you're waiting for the bus. If I'm stuck on a | |
| puzzle in a comp game, I can't afford to work at it for days -- I don't | |
| have that kind of time. I'll try for a little while, but as my two hours | |
| are running out, I'll definitely turn to walkthrough or hints, at least | |
| if it's a game that I care about seeing more of. That means I get | |
| through all the games, yes, but I don't get the pleasure of turning a | |
| puzzle over and over in my mind until the solution comes to me in a | |
| flash. That's a little sad. | |
| Of course, this isn't a call to restructure the competition or anything; | |
| I think it's just fine the way it is. In any case, it's not just the | |
| competition's fault -- my life isn't filled with the abundance of free | |
| time I had during adolescence. That's why it's taken me many weeks to | |
| complete this Games magazine. Still, I've had enough fun doing it that I | |
| think I'd like to try working through a few IF games the old-fashioned | |
| way. Even if that means I'm at it for quite a long time. | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Sean Barrett <buzzard SP@G nothings.org> | |
| Although I have no complaint with the SPAG #34 editorial itself, your | |
| initial explication of modern IF and keys misses an important aspect of | |
| the problem. You wrote: | |
| >The game knows you have a key, it | |
| >knows that the key unlocks this door, and it knows that you want to | |
| >unlock the door. It should just say "(with the key)" and get on with | |
| >things. | |
| The game must obviously not go too far in anticipating player's desires; | |
| to use an absurdly extreme example, the game knows the player is trying | |
| to win the game, but it would serve nothing for the game to | |
| automatically respond to the first input with an automatic walkthrough | |
| and "*** You win! ***". | |
| In general, the parser should attempt to map player intent -- the | |
| player's *explicit* intent ("open door" explicitly implies unlocking it, | |
| but does not explicitly imply going west first to pick up the key). To | |
| do this requires the parser have some model of the player's *knowledge*. | |
| In other words, the scenario you describe above needs an additional | |
| fact: the game knows *you* know the key you have is the right key. | |
| Alternatively, the game could try the key that's in your possession, | |
| whether it's the right one or not. Or if you have several keys it could | |
| mention that it is trying them all. But perhaps if (for some strange | |
| reason) you have ten thousand keys, it should not open it automatically | |
| for you. | |
| How the game knows whether you know it's the right key can depend | |
| situationally. If you've used it once, you know it's right (unless it's | |
| a strange, morphing lock). If it's a brass lock and a brass key, and the | |
| game subscribes to that sort of obviousness, then it could be | |
| automatically inferred. | |
| But obviously if it's the thing your aunt gave you that you don't know | |
| what it is, the game shouldn't automatically use it as the key to the | |
| appropriate door without the player first revealing that she knows | |
| that's what it's for. | |
| Now, you yourself said "there are reasons to buck this philosophy", so | |
| it's not like you were denying there were counterexamples; but I wanted | |
| to point out that they're not necessarily counterexamples nor bucking | |
| the philosophy, but rather that the philosophy is perhaps incompletely | |
| thought-through, or at least incompletely stated; with the suggested | |
| revision, many more cases are accurately covered (and, in fact, the | |
| ideal behavior is better described, even if it is rarely implemented | |
| that way). | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: "Glenn P.," <C128User SP@G FVI.Net> | |
| In SPAG #34, you wrote: | |
| ...An emerging rule for IF design is that if the parser knows what | |
| it wants you to say, it should just act as if you've said it. For | |
| instance, you're in a room with a locked door, and you have the key | |
| to that door. You type UNLOCK DOOR. In most IF, the standard response | |
| to this command is "What do you want to unlock the door with?" But | |
| really, as many people have pointed out, this is not a useful | |
| response. The game knows you have a key, it knows that the key | |
| unlocks this door, and it knows that you want to unlock the door. It | |
| should just say "(with the key)" and get on with things. Even if you | |
| say OPEN DOOR, rather than saying "You'll have to unlock the door | |
| first," it should just get on with the business of unlocking for you, | |
| with just a small acknowledgement that it's done so. In fact, it's | |
| even reasonable to argue that if the door is, say, to the north of | |
| you, and you type N, the unlocking, opening, and proceeding through | |
| should all happen automatically... | |
| Well, I disagree with this. I think games will continue to make (or at | |
| least to allow) the player explicitly unlock locked doors, and I think | |
| it good that they should do so. There are, I think, two good reasons for | |
| coding games this way. | |
| The first, and purely practical, reason is that the Adventurers' | |
| well-known habit of picking up any and every significant-seeming object | |
| he can means that in the case of "must-be-carrying-item" puzzles, it | |
| becomes possible to "solve" a puzzle without even knowing that the | |
| puzzle even existed. To use your own example, if the player is careless | |
| about reading the room description and misses mention of the door, a | |
| game which allowed him to simply type "N" to go north if the player has | |
| the key would permit him to pass the door without ever realizing it was | |
| there! You'll have to forgive me, but if you can (so-called) "solve" | |
| such a problem without even knowing it, then it isn't really a problem | |
| at all. On this point, I scarcely think there can be any really serious | |
| argument, especially with no less a luminary than Graham Nelson on my | |
| side: | |
| From "The Craft Of Adventure", by Graham Nelson: | |
| 13. To be able to understand a problem once it is solved | |
| This may sound odd, but many problems are solved by accident or trial | |
| and error. A guard-post which can be passed if and only if you are | |
| carrying a spear, for instance, ought to indicate somehow that this | |
| is why you're allowed past. | |
| Of course, it would be possible, in the spirit of the above, to | |
| construct a response such as this: | |
| North Chamber | |
| The passageway you are following dead ends here. The passageway | |
| continues to the south, and a closed door, large, rusty, and iron, | |
| bars you way to the north. | |
| >N | |
| [Unlocking the large rusty iron door first] | |
| [With the large rusty iron key] | |
| The lock is rusty and unwilling, but with a great deal of effort, | |
| you manage to turn the ancient lock. The door is now unlocked. | |
| [Opening the large rusty iron door first] | |
| With a terrible screech of its badly-rusted hinges, the large | |
| rusty iron door opens. | |
| [North] | |
| Prison Cell | |
| This small windowless chamber is smelly and uninviting. A | |
| skeleton lies on the floor, chained to the wall. There is a | |
| parchment clutched in its right hand. | |
| (Etc.) | |
| Whether or not this is easy, it certainly is possible, since one of the | |
| very earliest Infocom games, "Zork I", did just this sort of thing. On | |
| the very first turn of the story, type the command "OPEN BOX. READ.", | |
| and you'll get: | |
| The small mailbox is open. Inside you can see a leaflet. | |
| (The leaflet) | |
| (Taken) | |
| "Welcome to ZORK!" (Etc.) | |
| In other words, it spares you the responses "What do you want to read?" | |
| and "You don't have that!", respectively. | |
| Now, suppose, having obtained the above (purely hypothetical) game, you | |
| then read on the Internet that it is possible to enter the Prison Cell | |
| just by typing "N" from the North Chamber, provided you have the correct | |
| key. Would you try it? Of course you would -- who wouldn't? I would! | |
| BUT -- and this is the critical question -- BUT -- | |
| Would you continue to play it that way from then on? Or, on subsequent | |
| replays, would you go right on typing "UNLOCK DOOR WITH IRON KEY", and | |
| even OPEN DOOR, although you KNEW you didn't have to? | |
| I strongly suspect that the answer to that latter question is, "Yes." I | |
| know that I, for one, would be profoundly dissatisfied with the scenario | |
| given above. I -- and, I think, others -- would find it very emotionally | |
| unsatisfying. | |
| This brings me to my second, and purely psychological, reason for | |
| preferring the "UNLOCK DOOR/OPEN DOOR" shtick: because the finding of a | |
| key in a Text Adventure represents a puzzle solution in the potential. | |
| The puzzle isn't technically "solved" yet -- firstly because you're no | |
| longer in proximity to the danged door; and secondly, even if you are, | |
| the door's still locked -- but for all practical purposes that | |
| particular puzzle is all over except for the shouting. But that | |
| "shouting" is important: what is needed now is a sense of accomplishment | |
| for having solved the puzzle -- particularly if the key was hard come | |
| by. The above game fragment, though it does put the key to its intended | |
| use, ultimately thwarts the player's sense of personal satisfaction | |
| because it denies him the small psychological triumph of typing UNLOCK | |
| DOOR WITH IRON KEY, and being rewarded with the satisfying response, | |
| "O.K., the large iron door is now unlocked." in return. | |
| A related concept to the above involves the sense of STORY that is a | |
| well-written Text Adventure. Let's take the example of the Sperm Whale | |
| incident in Infocom's "Hitchhiker's Guide To The Galaxy". (NOTE: No real | |
| spoilers are involved here, because this "problem" practically solves | |
| itself, and once you've reached this part in the game there should be | |
| really very little doubt about what to do. All the same, and Just In | |
| Case, I've carefully refrained from mentioning certain things.) | |
| How many of you go through the trouble of playing out the Repair Scene? | |
| How many of you actually go to the trouble of entering PUSH THE [COLOR | |
| #1] BUTTON, then PUSH THE [COLOR #2] BUTTON, then SHOW THE [ITEM] TO THE | |
| [NPC], and finally SHOW THE [TEXT] TO THE [NPC] -- even though (once the | |
| NPC is on the scene) you could have shown him the [TEXT] at once, and | |
| shortcut to the solution? And after all that, don't you again PUSH THE | |
| [COLOR #1] BUTTON to end the scenario? | |
| And how many of you go through this whole thing knowing -- KNOWING! -- | |
| that it isn't necessary at all, that once you have taken what you need | |
| and have stowed it safely away, it's unnecessary to do anything at all, | |
| except to WAIT a few turns? | |
| Why do you do all this? Because it makes a good story, that's why! | |
| And that, basically, is why Text Adventures, *ad aeternum*, will | |
| continue to make -- or at least, to LET -- players type UNLOCK DOOR WITH | |
| KEY, and OPEN DOOR: because it's part of the story! And because, when | |
| once you have found that blasted key, the one thing you most want to do | |
| next is to march up to that danged door -- and use it! | |
| Long may we be able do so! :) | |
| NEWS ---------------------------------------------------------------------- | |
| COMPETITION RESULTS | |
| This year's comp saw fewer games entered and fewer judges voting on | |
| them. Happily, what didn't decrease is the quality of the top tier of | |
| games, with several outstanding pieces of IF taking top honors. And as | |
| usual, Stephen Granade and his crew did a masterful job of organizing | |
| and running the whole thing -- a thousand thanks to them! Here are the | |
| full results of the 2003 IF competition: | |
| 1. Slouching Towards Bedlam, by Star Foster and Daniel Ravipinto | |
| 2. Risorgimento Represso, by Michael Coyne | |
| 3. Scavenger, by Quintin Stone | |
| 4. The Erudition Chamber, by Daniel Freas | |
| 5. Gourmet, by Aaron A. Reed | |
| 6. Shadows On The Mirror, by Chrysoula Tzavelas | |
| 7. The Recruit, by Mike Sousa | |
| 8. Baluthar, by Chris Molloy Wischer | |
| 9. Cerulean Stowaway, by Roger Descheneaux | |
| 10. The Atomic Heart, by Stefan Blixt | |
| 11. Episode in the Life of an Artist, Peter Eastman | |
| 12. A Paper Moon, by Andrew Krywaniuk | |
| 13. Sardoria, by Anssi Raisanen | |
| 14. CaffeiNation, by Michael Loegering | |
| 15. Temple of Kaos, by Peter Gambles | |
| 16. Sophie's Adventure, by David Whyld | |
| 17. Adoo's Stinky Story, by B. Perry | |
| 18. Domicile, by John Evans | |
| 19. Internal Documents, by Tom Lechner | |
| 20. Sweet Dreams, by Papillon | |
| 21. The Adventures of the President of the United States, by Mikko Vuorinen | |
| 22. No Room, by Ben Heaton | |
| 23. Delvyn, by William A. Tilli (writing as Santoonie Corporation) | |
| 24. little girl in the big world, by Peter Wendrich | |
| 25. Bio, by David Linder | |
| 26. Hercules First Labor, by Bob Brown | |
| 27. Amnesia, by Dustin Rhodes (writing as crazydwarf) | |
| 28. Curse of Manorland, by James King | |
| 29. The Fat Lardo And The Rubber Ducky, by Somebody | |
| 30. Rape, Pillage, Galore!, by Kristian Kirsfeldt | |
| GET THE PICTURES | |
| Last year, J. Robinson Wheeler wrote reviews of all the comp games, and | |
| drew cute little icons to go with each review, depicting a prominent | |
| scene or symbol from each game. (You can still see these at | |
| http://raddial.com/if/reviews/comp02_reviews.html) This year, he outdid | |
| himself and drew a full-size portrait for each comp game. Check out his | |
| Comp03 Drawings at http://raddial.com/puzzler/comp03_drawings.html, and | |
| see if you can match the game with the picture. (By the way, some of | |
| these drawings could be considered spoilers, so play the games before | |
| you go to the gallery.) | |
| NEW GAMES | |
| Well, the big event of the Fall was, of course, the thirty new games | |
| released in the IF competition. However, there were a few others | |
| released outside the auspices of the comp. Namely, these: | |
| * The House by Owen Parish | |
| * Hamlet by Robin Johnson | |
| * Narcolepsy by Adam Cadre and others | |
| REIGN OF TERRA D'IF | |
| Terra d'IF is a new Italian-language IF fanzine edited by newsgroup | |
| regular Roberto Grassi. If you can read Italian, or like to pretend that | |
| you can read Italian, or just want to see the wild art that graces the | |
| PDF version, check out the first issue, online at | |
| http://www.robertograssi.net/at/terradif.asp. | |
| I'M LOVIN' GIT! | |
| Iain Merrick has written a new Glulx interpreter called Git. In Iain's | |
| words, this interpreter's "main goal in life is to be fast." | |
| Accordingly, it's about five times faster than Glulxe, and allows plenty | |
| of room for authors to write complicated or large games without fear of | |
| slowness for actual players. The C source code for Git is available at | |
| http://diden.net/if/git, and Brian Kelley has created a Windows version | |
| (cleverly entitled WinGit), which can be obtained from | |
| http://jura.wi.mit.edu/people/kelley/. | |
| LONELY ZINE SEEKS REVIEWS FOR LONG-TERM INCLUSION | |
| After a high-pitched plea on the newsgroups, I got a heartening response | |
| from SPAG reviewers for the comp issue. For next issue, please consider | |
| this your high-pitched plea: I need reviews! Send 'em to me for SPAG 36! | |
| If you're looking for inspiration, here are some suggestions: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Bad Machine | |
| 2. City Of Secrets | |
| 3. Dr. Dumont's Wild P.A.R.T.I. | |
| 4. 1893: A World's Fair Mystery | |
| 5. Hamlet | |
| 6. Heist | |
| 7. House | |
| 8. Inevitable | |
| 9. Narcolepsy | |
| 10. Shadowgate | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| The average scores for this year's top three competition games were much | |
| higher than in previous years; the winning game even managed the | |
| unprecedented (well, since detailed statistics have been kept, anyway) | |
| feat of scoring over 8.0. All three games deserve all the accolades | |
| they've gotten, and their authors were kind enough to answer a few | |
| questions for this issue of SPAG. These interviews are usually conducted | |
| by e-mail, but that becomes a little more complicated in the case of co- | |
| authors, like Dan Ravipinto and Star Foster, who co-wrote of this year's | |
| winner, Slouching Towards Bedlam. Their solution was to sit down over a | |
| pizza, respond to the questions, and send me the transcript; | |
| consequently, their interview is a little more freewheeling, while the | |
| interviews with Michael Coyne and Quintin Stone follow the more | |
| traditional SPAG format. Big thanks to all four authors for their time | |
| and thoughtfulness. | |
| =-=-=-=-=-=-=-=- | |
| Star Foster and Dan Ravipinto, authors of "Slouching Towards Bedlam" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: For starters, could you tell us a little about yourselves? Who | |
| are you, what do you do for a living, and so forth? And how do you | |
| know each other? | |
| DAN: Well, both of us live in Philadelphia. I'm a programmer by trade, | |
| though I'm currently between jobs. | |
| STAR: I'm a marketing drone who fiddles with database stuff. | |
| DAN: We met a little over a year ago... | |
| STAR: I know, that's so weird. I can't believe it's only been a year. | |
| DAN: It was at the showing of a movie which we can't name, because it | |
| seems that whenever we do, and mention how horrible it is, the director | |
| is somehow within earshot. | |
| STAR: We met at the movie, but I think we really hit it off playing | |
| Cheapass Game's "Get Out" together at a Game Night and laughing at one | |
| of the participants behind their back. I think a lot of our friendship | |
| is based on a shared love of mockery and schadenfreude. | |
| DAN: And then there was NaNoWriMo -- National Novel Writing Month -- | |
| which was this insane idea of writing an entire novel in one month. The | |
| pain and shared misery really drew us together. | |
| STAR: I think so. | |
| SPAG: How did you each first become introduced to IF? | |
| STAR: I remember my Dad bringing home a copy of INFOCOM's "The | |
| Hitchhiker's Guide to the Galaxy," complete with Peril-Sensitive | |
| Sunglasses and Microscopic Space Fleet and playing it was this huge | |
| revelation for me because I'd read the book and now I was playing it, | |
| and that was very exciting. | |
| I played other games like Nine Princes in Amber -- I've been a reader | |
| and a computer gamer about as long as there've been computer games. | |
| IF seemed the marriage of two really cool things: stories and games. | |
| DAN: I've been involved with interactive-fiction since the age of eight, | |
| when I received a copy of "Wishbringer" for Christmas. The idea of being | |
| able to live inside of a story -- an entirely created universe -- | |
| captivated me. The game took me ages to play -- just understanding the | |
| concept of the parser took me a while. | |
| I distinctly remember the day -- sometime in January -- the game told me | |
| I could open the envelope that came with the game as part of its | |
| packaging. I ran around the house yelling about it until my mom came | |
| along to tap me on the head and say, "That's nice dear." | |
| I was hooked. | |
| SPAG: Dan, you made a big splash in 1996 with Tapestry, then more or | |
| less disappeared from the IF community. How have you spent the | |
| intervening years, and what brought you back to IF authorship? | |
| STAR: It was me. I locked him in a closet. | |
| DAN: Uhm. Not exactly. | |
| STAR: You ruin everything. | |
| DAN: Yes. I do. Anyway, I actually haven't been as far from the IF | |
| community as you would think. I've been a lurker on r.*.i-f for a lot of | |
| the intervening time and have played a lot of the games that have come | |
| out since then. | |
| STAR: I let him have internet access in the closet. | |
| DAN: *cough* I've tried writing a few pieces of IF in that time, but | |
| none of them were completed. | |
| Actually, TRIAGE started out as an NPC in one of those works and ended | |
| up becoming part of Slouching. | |
| In the meantime, I finished my undergraduate work in Comp Sci and went | |
| on to a full time job and grad school. I created some card games, wrote | |
| a lot of short fiction, and completed my first novel in the | |
| aforementioned NaNoWriMo. | |
| I decided to enter the competition this year after talking with Star | |
| about it and her suggesting a collaboration. | |
| STAR: I don't remember who suggested it. | |
| DAN: In any case, it sounded like a good idea and so we went with it. | |
| SPAG: How did your collaboration work? I see from the credits that | |
| both of you did design, concept, and writing, while just Dan did the | |
| coding, but can you give us a little more detail on what each of you | |
| contributed? | |
| DAN: We started out just talking with me taking notes. It was all very | |
| vague and nebulous. At some point we pinned down the basic ideas of what | |
| we were dealing with -- locations, characters, possible lines of action. | |
| We set up a collaborative website to share work and bounce ideas off | |
| each other. Then came the programming... | |
| STAR: The initial idea was for me to learn programming as we went. But | |
| just try taking code away from a programmer... | |
| DAN: Unfortunately, that's how it worked out. The closer we got to the | |
| deadline, the more panicked I got and when Star went for a week's | |
| vacation to Japan, she came back to find me completely wired having | |
| spent the last four days in a coding frenzy. | |
| STAR: You were scary. | |
| DAN: I guess I was. But in any case, things were so far along that | |
| trying to share the coding work at that point would have been | |
| impossible. So we just went from there. | |
| STAR: As for the writing, Dan ended up implementing most of the actual | |
| Bedlam building, as well as Smithfield Market. I handled 1428 Fleet | |
| Street and Newgate. I also wrote the dialogue and the murder scenes. We | |
| ended up sharing the Appendices. | |
| DAN: I actually have to put in here and say that I really remember a | |
| moment towards the end where Star had written out Alexandra's murder | |
| scene and handed it to me and I just got completely creeped out by it. | |
| STAR: It's not my fault. You made me kill all those people. | |
| DAN: Well, we sort of both did. The idea of 'murder as salvation' came | |
| up fairly early. | |
| STAR: I was all for it, as long as the murders weren't easy. I just | |
| wanted that decision to have weight to it. | |
| SPAG: Both of you maintain weblogs. [Star's is at | |
| http://www.sarcasmoscorner.com, and Dan's is http://www.peccable.com] | |
| As writers, do you find that blogging contributes to your other work, | |
| and if so, how? | |
| STAR: I do, because I find it keeps me in practice. I find that writing | |
| for an audience and getting active feedback helps continually raise the | |
| bar. | |
| DAN: This is kind of ironic, because my blog sort of died somewhere | |
| during the creation of Slouching. I stopped posting sometime in August | |
| for various reasons and I've only just gotten back to it. | |
| My own writing tends to be very personal and different from my fiction, | |
| though I agree with Star that blogging keeps you in practice. | |
| SPAG: One of the most arresting things about Slouching Towards Bedlam | |
| is its setting. Can you share a little bit about what inspired the | |
| game's steampunk universe? | |
| DAN: The first thing I remember about Slouching's creation is standing | |
| in Star's apartment and saying "I want to do something steampunk and I | |
| want to set it in London." I'd just taken a trip to London the previous | |
| year and had gone on some historical tours that really fascinated me. | |
| One was a Jack the Ripper tour where I learned about the association of | |
| the Smooth Field (now Smithfield) with death -- so I guess the whole | |
| thing had a dark tinge from the very beginning. I also had the word | |
| 'cypherists' somewhere in the back of my head, though we both didn't | |
| really know what it meant then. | |
| STAR: I think TRIAGE had a big part of it. Dan had written it for | |
| something else and he was anxious to use it. | |
| DAN: Initially, the history surrounding the game was somewhat vague. I | |
| think we settled on the Victorian Era later in the design and we ended | |
| up coming up with a complete timeline for both the events that lead up | |
| to the game, as well as those in the background (McNaughton's trial, the | |
| attempted assassination of Victoria, etc.) and I think that helped flesh | |
| out the universe. | |
| STAR: And then there was the whole tunnel thing... | |
| DAN: The tunnels. A friend of mine and I had a very disturbing | |
| conversation about abused children at an orphanage. All the children | |
| told the same story -- about tunnels that ran between the walls and | |
| under the building -- this seemingly imaginary place where things had | |
| happened to them. The tunnels never existed, but it was really creepy | |
| that they had told the same story. Why was that? | |
| Afterwards, I kept thinking about tunnels that no one could see -- this | |
| sort of backside of reality. And while the tunnels themselves never got | |
| into the game (we had initially considered writing a section where you | |
| 'fell out' of reality into somewhere else), it ended up profoundly | |
| affecting our concept of the Logos. | |
| STAR: We're both big Lovecraft fans, so I'm sure that had some effect on | |
| it. Though, to be honest, I like authors that write in the style of | |
| Lovecraft more than Lovecraft himself. | |
| The rest of it just sort of grew organically out of our brainstorming | |
| process. All of these little connections that we hadn't originally | |
| thought of started appearing. | |
| SPAG: Your game has attracted a great deal of notice, and mostly rave | |
| reviews, but what aspects of it do you feel have been most overlooked | |
| in the general community response? | |
| DAN: For me it was the fact that the entire game is a pseudo-lipogram. I | |
| think I only read one review where someone mentioned this, but the | |
| entire piece is written in the second person, but it never once uses the | |
| word 'you'. | |
| That showed up fairly early in the design. You're in an office, but it's | |
| not 'your office'. There's a desk here, but it's not 'your desk'. If you | |
| happen to assume that you are Dr. Thomas Xavier simply because everyone | |
| refers to you that way, that's not our fault. | |
| STAR: I really didn't feel like that was overlooked. I was happy that | |
| anyone noticed it at all because it was challenging to write the murder | |
| scenes without the word 'you'. Overall I was more concerned with how the | |
| story was crafted and received than I was with the game mechanics. | |
| DAN: Yeah. The meta-message thing was my idea. Sorry. I still stand by | |
| it, though. | |
| A huge challenge was rewriting all of the library messages to not | |
| include 'you'. That's probably the source of comments about awkward | |
| phrasing and such. A lot of the messages had to be written in a passive | |
| voice in order to work. But I still really like the subtle effect of it. | |
| STAR: We were gratified, though, that people sought out and read all | |
| five of the endings. | |
| SPAG: Do you anticipate being able to write more IF in the future, | |
| and if so what are your plans? | |
| DAN: From my experience, anyone who prematurely announces a piece of IF | |
| in a public forum is basically damning themselves to development limbo | |
| -- ONCE AND FUTURE being one of the rare exceptions. That being said, | |
| we're kicking around a few ideas. | |
| STAR: Hopefully I'll get to code some this time. And I'd like to do | |
| something funny. | |
| DAN: I've had this world, basically, in my head for about the last five | |
| years. I came close to capturing it in novel form in this year's | |
| NaNoWriMo, but it didn't really work out. I'm thinking of perhaps trying | |
| to set a small piece of IF in the same universe and seeing how that | |
| goes. | |
| Currently, I'm focused on starting Peccable Productions -- a sort of | |
| umbrella under which I'll be developing all my creative works, though | |
| right now that's skewed more towards a card game I've been working on. | |
| Slouching and other IF definitely will have a home there. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| STAR: I'm a slow IF player, so I'm still catching up. This was first | |
| exposure to the competition and I was really surprised by the skill of | |
| the other contestants and the range of genres. | |
| DAN: I have to admit I haven't played a lot of the other entries as | |
| well. We ended up not voting for the Miss Congeniality award because of | |
| that. The ones I've managed to see -- Gourmet, Risorgimento Represso, | |
| and Scavenger among others -- I've definitely enjoyed. | |
| STAR: We want to take this opportunity to thank everyone who was | |
| involved in the competition -- our fellow competitors and especially | |
| Stephen Granade for organizing the whole thing. We're big IF fans in | |
| general and it's good to know that there's a place where it's still | |
| being developed and loved. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| STAR: Write a development schedule and try to stick to it. | |
| DAN: Well we did that. | |
| STAR: Yeah, but we didn't stick to it. | |
| DAN: Oh. | |
| STAR: And remember that it's supposed to be something fun. | |
| =-=-=-=-=-=-=-=- | |
| Michael Coyne, author of "Risorgimento Represso" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: For starters, could you tell us a little about yourself? Who | |
| are you, what do you do for a living, and so forth? | |
| MC: Well, I'm a professional computer engineer, which means I design | |
| digital hardware and electronics, and also write a lot of embedded | |
| software. | |
| I was working for a large US company, designing PDAs and wall- and | |
| vehicle-mounted computers for the industrial market, but, well, they | |
| decided they no longer wanted a remote design office buried in the | |
| Canadian prairies, where (as you'll know if you played Mikko Vuorinen's | |
| "The Adventures Of The President Of The United States") we have lots of | |
| trees, and that's about it. | |
| So, according to the outplacement people, I am now "exploring other | |
| opportunities." In fact, in the midst of writing this reply, I've had a | |
| very promising phone call. So perhaps things are finally happening. | |
| [Note: Michael sent a subsequent email with this update: "The phone call | |
| was very encouraging: I've now accepted a position with a small local | |
| company. Similar work, similar pay, so life is good." Hooray! --Paul] | |
| SPAG: How did you first become introduced to IF? | |
| MC: <misty eyes> | |
| *Sigh* | |
| </misty eyes> | |
| It was 1983. I was ten years old, and my family had just purchased an | |
| Apple //e. We had Apple Adventure, whose puzzles made no sense to my | |
| logical little brain (throwing a bird at a snake?). The two word parser | |
| didn't do a lot for me either. | |
| But... my older brother then picked up the three Zork games, which had | |
| been in the top 10 for goodness knows how long, and I was immediately | |
| hooked. I still remember the thrill I got figuring out the | |
| placemat/letter opener puzzle in Zork II. Admittedly, if I hadn't been a | |
| rabid fan of Enid Blyton's novels, I might still be stuck there, but | |
| never mind. | |
| SPAG: Okay, let's get it out of the way. Though Risorgimento Represso | |
| got excellent reviews, one frequent complaint was that it is too long | |
| a game for the competition. Since I was probably one of the loudest | |
| complainers on that point, it's only fair you should get to air your | |
| side here. How do you respond to the criticism that your game was too | |
| large for the comp? | |
| MC: By placing 2nd. : ) | |
| Well, really, it boils down to a question of timing and exposure (no, | |
| I'm not talking about photography, bear with me). | |
| My game was largely completed in June, and went through beta-testing up | |
| to the end of August. At that point, I had a fairly polished, | |
| large-scale game. I could have released it publicly, where it would have | |
| been largely ignored, for a number of reasons. First-time author, Comp03 | |
| looming, and so on. The competition and the subsequent fall-out really | |
| chews up the last 4 months of the IF Calendar, and releasing a game | |
| outside the competition during that period just didn't seem reasonable. | |
| So, based on the advice of my beta-testers, and my own feelings, I opted | |
| to enter, hoping that the quality of the entry would make up for the | |
| overall length. In that, I appear to have been largely vindicated, | |
| though I can appreciate and understand why some people (no fingers here, | |
| Paul) marked it down. | |
| SPAG: One of the great things about RR's size is its ability to pack | |
| in a lot of fun, optional stuff, as shown by its prodigious AMUSING | |
| list. Would you care to mention any other fun tidbits that people may | |
| have missed, like the Infocom references? | |
| MC: There are references to a number of other Infocom games in RR (yes, | |
| I hate typing that full name too). Some are direct references, others | |
| are more of a subtle echo. | |
| Zork I is referenced in one of the cheese visions, as well as the items | |
| for sale in Sorcery Supply. The unclogging of the pipe in the basement, | |
| and the subsequent creation of the Plumbers Union background thread, | |
| were born out of my remembrance of the Zork I documentation, which | |
| discussed the plumber's FIZMO spell. Oh, and trying to look under the | |
| rug in search of trapdoors is thanks to Zork I, too. | |
| Zork II is paid homage to in a cheese vision, and the feckless Ninario | |
| is an echo of the infamous dunderheaded Wizard of Frobozz. | |
| Zork III's opening location gets a nod in a cheese vision, too, mainly | |
| because once Zork I and II were in there, I couldn't leave Zork III out. | |
| And once Zork III was in, I figured, "Why not Beyond Zork?", another of | |
| my favourites, so the bearskin rug hearkens back to that, and the old | |
| crone at Sorcery Supply is a subtle reminder of the old lady from Beyond | |
| Zork's shops. | |
| The description of the ratty, red flying carpet was based on the red | |
| carpet that the shady rug merchant tries to make you walk off with in | |
| Spellbreaker, though my red carpet flies, however briefly. | |
| Both getting into the farmyard and getting past the bear were inspired | |
| by Hitchhiker's, and my desire to create multi-stage puzzles similar to | |
| the infamous Babel fish one... | |
| The idea for the dumb waiter in a spellcasting/wizards-type game came | |
| from Legend Entertainment's Spellcasting 201 game, which isn't quite | |
| Infocom, but pretty close. | |
| And if you manage to hang around the market square or Vechlee gate area | |
| long enough, you'll eventually see the Leather Goddesses of Phobos | |
| tribute. | |
| Oh, and on a non-Infocom-related note, the ability to slap the | |
| chamberpot (instead of the helmet) on your head and fire yourself out of | |
| the cannon is my homage to another favourite game of mine, Monkey | |
| Island, where a (cooking) pot is used for the same purpose. | |
| And of course, I wanted to throw in a bear, because Adventure had one. | |
| SPAG: What was your creative process in coming up with the basic | |
| concepts of Risorgimento Represso? Were there any literary (or other) | |
| works that exerted a particularly strong influence? | |
| MC: I've always enjoyed Paul Dukas's symphonic poem, "The Sorcerer's | |
| Apprentice", which is based on a Goethe ballad that tells the story of a | |
| young apprentice getting into trouble with the sorcerer's book of | |
| spells, while the sorcerer is out. It's a story everyone is familiar | |
| with, a lot of them via Walt Disney, but that's all right. | |
| I thought about turning that clich� of the sorcerer's apprentice on its | |
| head. So rather than have the inept student get into trouble and have | |
| the sorcerer bail him out, I wanted the inept master to get into | |
| trouble, and have the student bail him out. | |
| In addition, I went through a big Craig Shaw Gardner fit about ten years | |
| ago, and Ninario is certainly heavily influenced by Ebenezum from the | |
| "Ballad of Wuntvor" series. Ninario's "Mm-yes" is a direct response to | |
| Ebenezum's "Indeed". | |
| Of course, as mentioned in the game notes, the opening scene of the | |
| lecture hall and Ninario's library were based on the opening of a short | |
| story I'd already written along those themes. It wasn't going anywhere | |
| as fiction, but I saw some possibilities for it as Interactive Fiction. | |
| Most of the rest of the puzzles in the game grew naturally out of the | |
| environments I created as I went, and vice versa. I needed a town for | |
| the Guild Hall, and I wanted a way to create chaos in the Guild Hall to | |
| effect Ninario's rescue. I'm a big fan of foreshadowing, so I wanted an | |
| excuse to use the paint stripper again. Thus, I needed a location in | |
| town that had an excuse to have paint stripper in it. Hence, the | |
| abandoned woodcraft shop. | |
| So it all built up rather gradually, in terms of the rest of the game, | |
| with different elements feeding each other. | |
| SPAG: Several of the game's puzzles seem to indicate a rather strong | |
| interest in chemistry. Is that a personal interest of yours, or just | |
| something that seemed right for the game? | |
| MC: I took a few extra chemistry courses in high school, above and | |
| beyond the required, but remember precious little of it, other than a | |
| vague sense of enjoying it. | |
| However, I do like detail, especially authentic detail, which is why you | |
| can touch and examine the walls and floors in every room, and generally | |
| interact with the environment in the expected way. Lending | |
| verisimilitude to the class notes and the puzzles in the game through | |
| detailed use of chemistry was just an extension of that. | |
| SPAG: I was astonished to read in your bio that you and your wife | |
| have a seven-month-old (at least, as of the comp begin date) baby, | |
| and yet you still found the time to create such a polished and | |
| professional game. Any time management tips for the organizationally | |
| challenged among us? | |
| MC: Family? What family? Oh yes, those people who kept making noise when | |
| I was working on RR. | |
| My advice? If you have a family and want to work on IF, get a second | |
| computer. That was about the biggest challenge, the fact that I had the | |
| machine tied up most of the time, while I worked on the game. It was | |
| occasionally a problem, as my wife was in the throes of a Tropico | |
| addiction at the same time. | |
| As far as the baby goes, the 4 months I did most of the writing and | |
| coding were the first 4 months of his life, so in general, the evenings | |
| were available, apart from the Tropico factor. Oh, and he's 10 months | |
| old now. I'm sure, like every parent, that he's advanced for his age, | |
| but he still hasn't shown any interest in playing IF. | |
| The single best piece of advice I can offer, though, is to work to | |
| schedule. I worked on RR four evenings a week, for at least an hour, for | |
| four months. I didn't always keep what I created, and a lot of it was | |
| substantially changed later, but the important thing is to discipline | |
| yourself to at least do some of the project on a regimented basis. If | |
| you're having trouble with one portion, leave that portion and come back | |
| to it later. | |
| And by no means was RR written linearly! I found it just as easy to make | |
| the starting location the path outside the farm, and code the tree | |
| puzzle, before I had any way for the player to get there from Ninario's | |
| caer. If you have a general outline of the piece in your head, there's | |
| nothing to prevent you stopping work on a sticky patch, and moving to a | |
| fresh area for a while. It keeps you generating output, instead of | |
| staring at the monitor, and you can come back to the sticky patch later, | |
| a little older and a little wiser. | |
| SPAG: Along those lines, do you anticipate being able to write more | |
| IF in the future, and if so what are your plans? | |
| MC: I certainly want to create more IF. It was a very enjoyable | |
| experience, and I learned so much creating RR. | |
| As I have a keen interest in both writing and programming, I'd like to | |
| try some really novel ideas with IF, and try to create something with a | |
| more solid plot and storyline to it. | |
| I know the game notes for RR talk about a possible sequel and, while I'm | |
| interested in doing that at some point, I'd like to work on a different | |
| style of game first. I'm just not really sure what. | |
| You'll also be glad to know that my plans do not include entering an | |
| offensively long game into the competition again. | |
| At the moment, apart from helping out a bit with Inform 6.3, I've been | |
| fiddling around with game frameworks, finding ways to make life easier | |
| in my next game. I've been exploring a few library add-ons for handling | |
| scenery and adjectives, and I've also been working on a new model for | |
| handling Ask/Tell conversations, which should all cut down on the amount | |
| of hoop-jumping in my next piece. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| MC: I loved Slouching Towards Bedlam. It was the only one that really | |
| intrigued me, and made me eager to play from the opening few moves. | |
| I also enjoyed Scavenger, Gourmet, Shadows on the Mirror and Episode in | |
| the Life of an Artist. | |
| There were a few other decent games, but I was mostly disappointed with | |
| the rest of the crop. We still seem to get a lot of games that are | |
| unfinished, untested and unpolished. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| MC: 1) Don't enter long games in the competition. Oh. Oops. | |
| Okay, not exactly. If your game is too long, make sure that the part of | |
| it that everyone will see is really good, as it's the only thing that | |
| will save you. That being said, RR and Sophie's Adventure were the only | |
| two really long games I saw this year (but I did not play all the | |
| games). | |
| 2) Get your game tested. Repeat. Repeat. | |
| 3) Read Jessica Knoch's IF Comp Primer. Read it again. | |
| http://www.strangebreezes.com/if/writings/compguide.htm | |
| Oh yes: and FOLLOW it. That's the really important part. | |
| 4) If you want to put liquids in your game, don't : ) Or, use a library | |
| add-on that someone else has already debugged. | |
| 5) If you want to include a rope in your game, have it locked in an | |
| inaccessible display case. This makes writing ropes *easy*. | |
| =-=-=-=-=-=-=-=- | |
| Quintin Stone, author of "Scavenger" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: For starters, could you tell us a little about yourself? Who | |
| are you, what do you do for a living, and so forth? | |
| QS: I'm a 29 year-old computer programmer currently living in North | |
| Carolina. Happily married to a very patient, very understanding, very | |
| wonderful woman. In my free time I enjoy computer and role-playing games | |
| while thinking I should do something much more constructive with my | |
| time. Which I never do. | |
| SPAG: How did you first become introduced to IF? | |
| QS: My older brother was probably most instrumental in introducing me to | |
| many of my hobbies. He'd bring home all kinds of great games for our old | |
| Atari 800, including the Zork series, Planetfall, Enchanter, and the | |
| other great classics. I was 10 or 11 at the time, so I wasn't any good | |
| at solving most of the puzzles, but I had a lot of fun trying. | |
| SPAG: On the Scavenger web page, you assure us that Scavenger isn't | |
| your first IF game, just the first one you've written with a tool | |
| like TADS. Tell us more about those earlier games. | |
| QS: Wow, let's see. One that I remember best was for an 8th grade | |
| computer class project. It was more or less a direct rip-off of | |
| Planetfall: your ship crashed into an abandoned facility and you have to | |
| solve puzzles to get off of the planet. It was in BASIC on the IBM PC. | |
| Custom parser and everything, just like all of my old games. Another one | |
| I did around that time, in Atari BASIC, was eerily similar in some ways | |
| to the movie Gladiator. You are captured by a corrupt regime and forced | |
| to fight in an arena for the amusement of the emperor and his people. | |
| You have to find better and better weapons to fight progressively more | |
| difficult opponents until you finally kill the emperor himself. There | |
| was also a game I created where your village's sacred sword is stolen by | |
| a demon and you have to go and retrieve it. | |
| Those are just some of the ones I actually programmed. I have a number | |
| that I planned out but never got around to coding. One I designed in | |
| high school, heavily inspired by 2001, had you on the first human | |
| journey to Alpha Centauri, awakening from cryo-sleep to find your | |
| companions dead and the ship's computer trying to kill you. | |
| SPAG: Can you explain a little about the "Night's Edge" universe in | |
| which Scavenger takes place? What were some of your influences in | |
| creating that universe, and in creating Scavenger in particular? | |
| QS: Back in college, my friends and I were heavily into online text | |
| games: MUD, MUSH, MUSE, MUX, all those funny little acronyms. After | |
| college, some of us decided to open our own and we eventually chose to | |
| go with our own setting. This was early 1997, a couple years before any | |
| of us had played Fallout or Fallout 2, so I think our main inspiration | |
| at the time was sort of a mix of Road Warrior and William Gibson | |
| cyberpunk. Though our MUSH, "Night's Edge", never officially opened, we | |
| put a lot of thought into the structure of the society, the world's | |
| history, and its technology level. In 1999, I decided that I could use a | |
| lot of that as the foundation for a modification of Unreal Tournament | |
| and my team and I generated even more detail. It was mainly background | |
| information; no real effect on the gameplay, but it did set up the | |
| atmosphere so that all the violence in the game didn't exist in a | |
| vacuum. | |
| The setting isn't all that complex: one hundred years after a nuclear | |
| war, most of the surviving members of the human race have clustered | |
| within strange areas of inexplicably low radiation. One of the largest | |
| happened to be centered on a pre-war city called Arcadia, so it | |
| naturally became a prominent location. It's run by ruthless thugs who | |
| hold on to power by collecting and controlling technology while at the | |
| same time trying to convince the rabble that they're happy. Not a | |
| cheerful setting, but it makes for great conflict. | |
| SPAG: Since your game is set in the future, how about a prediction: | |
| what developments do you see happening in the IF world over the next | |
| five years or so? What would you most like to see happen? | |
| QS: I think we're seeing greater trends toward simulationist systems and | |
| games. I have the feeling that this will continue. Metamorphoses is a | |
| good example of this, where the objects have certain properties (size, | |
| weight, material, etc.) and the game recognizes those properties, not so | |
| much the objects themselves, for certain actions. From what I can tell, | |
| this kind of simulation is prominent in TADS 3, especially from what | |
| I've read from the discussions of the liquids library. I also feel we're | |
| seeing more games where multiple solutions are possible. If it's | |
| reasonable and it makes sense, allow it. | |
| SPAG: Speaking of projection, do you anticipate being able to write | |
| more IF in the future, and if so what are your plans? | |
| QS: Absolutely! Before the 2003 comp, I'd been putting together details | |
| for two games I hope to make. One is a gritty mystery with a lot of NPC | |
| interaction, the other a humorous and light-hearted puzzlish game. I | |
| haven't started code for either one yet. I've also got a whole list of | |
| possible ideas for the future (most of which will likely never see the | |
| light of day). | |
| SPAG: I was very impressed with the depth of implementation you | |
| achieved in Scavenger. About how long did it take you to write the | |
| game, from start to finish, and what was your process for working on | |
| it? | |
| QS: I started work on it in September of 2002. I was still working on it | |
| right up to the competition deadline in September 2003. So about a year | |
| overall, though there were long periods where I'd do little to no work | |
| on it, like when I'd be waiting for bug reports for instance. Or if I | |
| just needed a break. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| QS: This is the second year I've played through all the games in the | |
| comp. I was sorry to see the number of games go down again (as it has | |
| since 2000) even though that made the job easier. The impression I got | |
| this year was that some authors are ignoring the importance of testers. | |
| I can say that Scavenger wouldn't have been nearly what it was without | |
| all my wonderful testers. | |
| My favorite would have to be Risorgimento Represso (even though for the | |
| life of me I can never remember the exact title without looking it up). | |
| Slouching Towards Bedlam gets high marks from me for its ability to | |
| create a specific mood. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| QS: You know how they say the three most important words in real estate | |
| are Location, Location, Location? I think the three most important words | |
| in IF creation are Testing, Testing, Testing. Programmers just aren't | |
| good at thoroughly testing their own creations. It's some kind of mental | |
| blind spot, I think. You need a fresh pair of eyes to look at your | |
| creation and try some things you just didn't think of trying. Open | |
| yourself up to criticism. Testers aren't trying to hurt your feelings, | |
| they're trying to help you. | |
| 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: T. Henrik Anttonen <thealtren SP@G hotmail.com> | |
| TITLE: The Adventures of the President of the United States | |
| AUTHOR: Mikko Vuorinen | |
| EMAIL: mvuorine SP@G cc.helsinki.fi | |
| DATE: October 2003 | |
| PARSER: Alan Standard | |
| SUPPORTS: Alan interpreters | |
| AVAILABILITY: IF archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/alan/apus | |
| This game only placed 21st in this year's IF Comp, but the name and the | |
| Finnish author attracted my attention enough to make me decide that I�m | |
| going to try to save my reputation after the horrid review of Pulsar 7 | |
| by reviewing this. | |
| This is a short game that I think is supposed to be funny, but it | |
| doesn�t quite achieve its purpose. First of all, I don�t find it | |
| particularly funny, and second, it isn�t very easy to complete because | |
| of its technical imperfections. | |
| The basic idea is great. You are the (unnamed) president of the United | |
| States. But since the White House is such a boring place, allowing | |
| nothing beyond the destroying the world as entertainment, you decide to | |
| go on an adventure. Unfortunately, an over-protective secret service | |
| agent doesn�t allow you to go and there you have your first puzzle. | |
| The biggest problem of the game is that it seems to be written too | |
| hastily. The room descriptions are insufficient and the parser doesn�t | |
| allow you to look for details except in a few places. That makes the | |
| simple puzzles quite hard to solve; I have to admit that I had to | |
| consult the walkthrough several times only to find that the solution was | |
| right there in front of my face, but I couldn't have known it since it | |
| didn�t appear in the room description. | |
| I liked the idea that after you get out of the White House, rooms are | |
| countries. I don�t know if it has been done before, but that really gave | |
| a refreshing difference to the game. In your journeys as the president | |
| you get to visit Mexico, Canada, Russia, Finland and Sweden. In Finland | |
| you actually get to learn some Finnish. | |
| I didn�t like the fact that the player isn�t given any purpose other | |
| than the need to go out on an adventure. I know that this is one way of | |
| designing a game, but I�ve always liked when the player is given a | |
| purpose and a goal he needs to accomplish to get on with the game. When | |
| a game combines this sort of purposelessness with bad room descriptions, | |
| you�re in for a lot of headaches if you don�t resort to the solution | |
| file. | |
| The parser is also quite limited. The author says he tried to avoid | |
| guess-the-verb puzzles this time, but unfortunately the parser | |
| understands only one way of expressing yourself most of the time and you | |
| have to guess a lot while playing. I didn�t find any actual bugs though. | |
| So, to summarise: The game's basic idea has potential and the | |
| room-country design is refreshing, but the game falls to its technical | |
| problems. If the author would�ve given some more time to actual | |
| programming and to the room descriptions, this would�ve been a quite | |
| entertaining game. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Russo <russo SP@G caffeinedreams.com> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: The Atomic Heart | |
| AUTHOR: Stefan Blixt | |
| EMAIL: flash SP@G df.lth.se | |
| DATE: October 2003 | |
| PARSER: Inform standard | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/zcode/atomicheart | |
| VERSION: Release 1 (competition version) | |
| This could have been a really good game. The set-up is involving -- you | |
| spend most of the game wondering where exactly your loyalty lies, and | |
| under nearly constant threat of death -- there are a number of computer | |
| interface-based puzzles which could have been entertaining, and while | |
| the story deals with some fairly standard sci-fi tropes, there's a | |
| welcome sense of horror and desperation beneath it all. Unfortunately, | |
| all this promise is severely weakened by inadequate motivation, some | |
| questionable design choices, and an incredibly mulish parser. | |
| To start with the good parts: the robot revolution is a morally | |
| complicated thing for most of the game. While the "correct" side becomes | |
| clear towards the end, up until that point I found my sympathies | |
| conflicted; while the scenes of carnage wrought by the insurgent | |
| machines were terrible enough, the fact that I was playing a glorified | |
| appliance who recently became self-aware reinforced the idea that maybe | |
| they had a point. The other robots seemed dangerous, of course, but the | |
| humans were also shooting everything in sight, rendering them less than | |
| sympathetic. This sort of ethical quandary is a pleasant change of pace | |
| from the traditional IF conception of the protagonist as a force for all | |
| that is righteous. The puzzles also have quite a bit of potential; the | |
| use of different interfaces recalls A Mind Forever Voyaging, allowing | |
| the player character to control a variety of machinery. | |
| In practice, though, things fall down. To start with perhaps the | |
| smallest of the game's problems, motivation is inadequate throughout. | |
| While the initial section of the game is on rails, once things open up, | |
| I was at a loss to figure out why I was still sticking around. Upon | |
| moving outside and finding the intertwined carcasses of man and machine, | |
| I wanted to run away as quickly as I could. When that proved impossible, | |
| I poked around and found the kid I'd been assigned to watch over -- so, | |
| time to skedaddle with the tot in tow, right? No; in fact, I needed to | |
| make my way into the airbase, where people were hell-bent on shooting | |
| me! While the logic becomes clear once the endgame is reached, it all | |
| comes off as rather contrived; the only reason I was in the base was | |
| because the game wouldn't let me go anyplace else. | |
| The game also unfortunately doesn't start out with its best foot | |
| forward. The initial section is frustrating and punishingly timed. When | |
| confronted with a myriad of new commands and a nonhuman player | |
| character, my first impulse is to tinker and experiment; unfortunately, | |
| this led to a quick depletion of my charge. It took me several restarts | |
| before I figured out everything I needed to do, and I still hadn't | |
| really figured out what all the cables drooping out of my body were for. | |
| Matters aren't helped by the inexplicable decision to cut to the framing | |
| story upon losing the game and not tell the player that he's now in an | |
| unwinnable state -- I spent a good long time trying to get my new Air | |
| Force persona to do something useful before I realized that I needed to | |
| reload. | |
| Finally, the custom commands had me tearing my hair out in frustration. | |
| Much of this was due to the fact that "ATTACH" and "CONNECT" aren't | |
| quite implemented the same way; my first impulse was to use the former, | |
| but the game wound up preferring the latter. Descriptions would say that | |
| cables were connected to each other when the game wasn't actually | |
| recognizing that they were, which led to much anguish. Then there's the | |
| Walkdozer, which you spend a good chunk of the game piloting. | |
| Unfortunately, getting in and out of the thing is an exercise in | |
| frustration, since the door isn't actually implemented. In theory OPEN | |
| WALKDOZER, CLOSE WALKDOZER, EXIT WALKDOZER and ENTER WALKDOZER should be | |
| all you need, but some synonyms would have been nice, especially since I | |
| ran into a nasty bug where OPEN WALKDOZER would return "which do you | |
| mean, the Valvo Walkdozer or the Valvo Walkdozer Operating System?" All | |
| attempts at disambiguation failed, necessitating yet another restart. | |
| It's impossible to leave the Walkdozer without unplugging from the | |
| thing, of course, but instead of this task being elegantly handled | |
| behind the scenes, the player is forced to go through the process | |
| manually, and again, I hit many snags. A sample transcript: | |
| >DROP CABLE | |
| The GSTS interface cable is already here. | |
| >REMOVE CABLE | |
| (first taking the GSTS interface cable) | |
| You're not wearing that. | |
| >EXIT | |
| You need to let go of the interface cable before you move. | |
| >DROP INTERFACE CABLE | |
| Dropped. | |
| Oi. I also stumbled across what in retrospect was probably a bug, but | |
| which confused me mightily at the time; going west from one of the | |
| airfield locations dumps the player in Darkness. At first I thought I | |
| had taken too many gunshots and had lost power, which led to much | |
| frustrated fiddling and still another restart. In fairness, I don't | |
| think the room's description mentioned an exit to the west, but I was | |
| trying to get from one side of the compound to the other quickly so I | |
| was just typing "W" "[ENTER]" over and over until I stopped. | |
| For all my griping, I still wound up liking Atomic Heart; as I said, | |
| it's got promise, and the final puzzle has a solution that's at once | |
| clever, obvious, and poetic. Any game that leaves me saying "wow, so | |
| this is how Jim Jones must have felt!" can't be all bad. Still, it could | |
| have been so much more. I'd encourage the author to work on a post-comp | |
| release; with a little tweaking, he could have an excellent game on his | |
| hands. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Russo <russo SP@G caffeinedreams.com> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: Baluthar | |
| AUTHOR: Chris Molloy Wischer | |
| EMAIL: breathingmeat SP@G graffiti.net | |
| DATE: October 2003 | |
| PARSER: Inform standard | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/zcode/baluthar | |
| VERSION: Release 1 (competition version) | |
| The opening Ecclesiastes quote immediately got me on this game's side. | |
| The fact that existential apathy prevented me from moving off the bed | |
| until I found some motivation was another bright mark. In general, I | |
| think motivating the player is a very important and oft-overlooked | |
| component of a good opening, and Baluthar's got me to buy into the game | |
| almost immediately. | |
| Unfortunately, I didn't find the rest of the game quite as compelling as | |
| the first few moves. Part of this is due to the prose; it's euphonic and | |
| at times evocative, but sometimes drowns in its own wordiness. Take this | |
| description of the terrain around the player character's hut: "the | |
| vegetation of the forest where you make your home is austere and | |
| shadowy, as is typical of plants in your country." Austere and shadowy, | |
| that's good, but that last tacked on clause takes the wind right out of | |
| the image. Still, this is a minor complaint, and there are some | |
| intriguingly creepy ideas on offer -- the skull which reclothes itself | |
| in flesh and the ghoul which is the grown-up form of a zombified child | |
| are off-kilter and memorable. The dungeon beneath the well could have | |
| degenerated into cheesiness redolent of a Hammer flick, but the author | |
| does a good job keeping the parade of monsters distinct and horrific. | |
| The puzzles are logical and generally quite well-integrated into the | |
| game. While some of them are a bit rote (learning the name of the ghost, | |
| finding a light source), others are fairly clever, especially the one | |
| involving the skeleton's key, where the player is never quite sure if | |
| he's doing the right thing or something monumentally stupid. The hint | |
| system is complete and does a good job of providing useful nudges before | |
| spoiling the whole thing. | |
| Where Baluthar ultimately fails is in engaging the player's emotions. | |
| We're told of the horrifying invasion from above, but we don't see the | |
| immediate effects of their tyranny, and it thus never quite connects. | |
| Without this goad driving the plot, Rykhard's actions appear idiotic and | |
| foolhardy -- as indeed they're meant to, but instead of sympathizing | |
| with the pain that led him to make his choice, we're just frustrated | |
| with him. The opening sets us up to expect a tale of existential | |
| paralysis, but once in the dungeon the player character is | |
| disappointingly heroic. The dread god Baluthar might weigh heavily on | |
| the minds of the player character and his son, but we never see his | |
| glowering visage driving home the hopelessness of the situation, which | |
| drastically reduces the effectiveness of the (thematically quite neat) | |
| denouement. Rykhard's mind has been changed, true, but that all happened | |
| off-screen; the player character hasn't evolved as a result of his | |
| experiences, which undercuts the sense of closure the author is trying | |
| to sell. | |
| All in all, the fact that I'm nitpicking some details of prose and the | |
| mechanics of player investment rather than bemoaning poor coding and | |
| broken puzzles argues very much in Baluthar's favor. It's got a good | |
| opening and some neat ideas, and while it isn't quite great, it's | |
| nonetheless a very solid game. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: J. Robinson Wheeler <jrw SP@G jrwdigitalmedia.com> | |
| [Originally posted on rec.games.int-fiction and on Rob's website at | |
| http://raddial.com/if/reviews/comp03_reviews.html] | |
| TITLE: Caffeination | |
| AUTHOR: Michael Loegering | |
| EMAIL: loegering SP@G earthlink.net | |
| DATE: October 2003 | |
| PARSER: Inform standard | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/zcode/caffeination | |
| VERSION: Release 0 (competition version) | |
| Okay, there are a lot of problems with this game, but I'm going to try | |
| to be constructive about it. This is a game where the author is having | |
| an enormously good time and the player is having no fun at all. That's a | |
| heck of a problem, and it's a sad one to have to point out to someone | |
| who's got a big cheesy grin on his face. This author went wrong | |
| somewhere along the line, and had no clue he was creating a total | |
| misfire, even has he continued to pack in numerous contrivances and | |
| clever details and elaborate red herrings and locations and multiple | |
| puzzles with multiple solutions. I'm sure he thought it would be a lot | |
| of fun. In a way, it reminded me of my first Comp entry, "Four in One," | |
| which was packed with all sorts of fun details that only a few players | |
| ever saw because the main game wasn't fun enough to warrant exploration. | |
| The setting of the game is kind of a limp workplace satire that looks | |
| like it fell through a wormhole from the 1999 Comp. Meet your boss, Mr. | |
| Norom. Ho ho ho. That kind of thing. First location of the game: a | |
| cubicle with a computer. Next sixteen locations of the game: everyone | |
| else's cubicles. Sigh. | |
| I halfheartedly played along for ten minutes, and felt totally lost as | |
| to what to do. The author provided no focus at all. Sure, there was a | |
| stated goal: get a big cup of coffee. But that fails to provide any | |
| focus when you're rambling around trying to interact with | |
| thinly-implemented NPCs and office settings. I found a hidden hole | |
| puncher and a coffee maker and some day-old coffee grounds, and I did | |
| somebody else's work because a notepad suggested I try that, and then I | |
| gave up. I went to the walkthrough file, and, just like I did with last | |
| year's limp workplace satire, "BOFH," I ended up just reading the whole | |
| thing and quitting then and there, because (just like last year) I could | |
| see there was no point to trying to come up with the contorted solutions | |
| to each stage of the game on my own. The walkthrough made it clear that | |
| I'd have to be the author in order to solve the author's puzzles. | |
| For example, I mentioned that I found a hole puncher, which I assumed | |
| had something to do with punching the holes on the freebie coffee card I | |
| also found. But, that wouldn't work until I also did the following: | |
| Escape the office and go to the Buy 'n Blow. Enter and exit the | |
| shop until you see a message that the store is being robbed. Go | |
| tell the cop about it and go back to the store. You will see | |
| the theif being arrested and drop something. It is his knife. | |
| Get the knife and cut the card three times. Presto! Instant | |
| legitimate coffee card. | |
| Can you see the problem with the above? In order for me to be pursuing | |
| this goal, my efforts have to be somewhat directed. I could spend two | |
| hours wandering around the game map, running through laundromats and | |
| bookstores and finding all sorts of items and fighting off rats and | |
| never hit upon the idea of waiting for a store to be robbed so that I | |
| can tell a cop to arrest the guy so that he drops the item I need to | |
| finish the work I started with the hole puncher. The mind boggles. And | |
| yet, I can emit a long, slow whistle at the hours the author must have | |
| put in to implement all of these nifty ideas of his. | |
| You can't let your players flail around trying to read your mind. You | |
| have to use the game's text to give them direction and focus. This game | |
| was all over the place, even in the smaller section of being trapped in | |
| the office. I have a feeling this author is going to be somewhat | |
| surprised and very disappointed at how his game places in the final | |
| rankings. | |
| Because I didn't give this game much of an honest chance and quit to | |
| read the walkthrough, I have to decide whether to recuse myself and not | |
| vote on it, or just give it a score based on its failure to engage me. I | |
| guess I will choose the latter. | |
| RATING: 4 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: J. Robinson Wheeler <jrw SP@G jrwdigitalmedia.com> | |
| [Originally posted on rec.games.int-fiction and on Rob's website at | |
| http://raddial.com/if/reviews/comp03_reviews.html] | |
| TITLE: Cerulean Stowaway | |
| AUTHOR: Roger Descheneaux | |
| EMAIL: rpd SP@G world-nexus.com | |
| DATE: October 2003 | |
| PARSER: TADS2 standard | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/stowaway | |
| VERSION: Competition release | |
| This comic, old-school science fiction game gave me a bad feeling at the | |
| very beginning, with introductory text that ran on for a couple of | |
| screen pages before the first prompt. Normally, that turns me off right | |
| away. However, when I took the time to read it all, it was fairly | |
| amusing. Funny enough to make me feel like there would be some chuckles | |
| to be had along the way. | |
| I actually had to take more than two hours to finish this game, even | |
| though it is not particularly large. It was one puzzle after another, | |
| and eventually, despite the in-game hint system, I got stuck. The hint | |
| system was welcome, but broke down after a certain point. I kind of got | |
| faked out by it, in that I learned to rely on it -- at one point, at the | |
| most complicated puzzle, the final hint in the sequence for that area | |
| goes ahead and spells out exactly all of the things you need to do -- so | |
| that when it thinned out and stopped being specific, I was left flailing | |
| around. There's nothing quite as frustrating as being trapped in a very | |
| small map with a pretty limited set of objects, and having no idea how | |
| to make the game proceed. You end up pacing around, staring at the same | |
| sixteen locations and the same inventory of red herrings over and over | |
| and over again. In the end, a combination of this and the game's other | |
| problem (which I'm about to get to) made me deduct a point from the | |
| score I was going to give it just for being a generally entertaining | |
| old-school game. | |
| Here's an instance of something that, as a player, bothered me: | |
| Window Washers' Scaffold | |
| Across a small gap to the east is the open hatchway of the | |
| Cerulean ship. Falling into the gap would most likely be fatal, | |
| but you're certain that you can jump into the spaceship with | |
| little difficulty. | |
| >jump | |
| You jump up and down. It's like being on a pogo stick, except | |
| without the pogo stick. | |
| >jump to hatchway | |
| I don't know the word "hatchway". | |
| >jump to hatch | |
| I don't know the word "hatch". | |
| >jump to ship | |
| I don't know the word "ship". | |
| >jump into spaceship | |
| I don't recognize that sentence. | |
| >x spaceship | |
| I don't see any spaceship here. | |
| >jump to shuttle | |
| I don't recognize that sentence. | |
| >jump gap | |
| I don't know the word "gap". | |
| >e | |
| Cerulean Landing Vehicle | |
| The interior of the Cerulean landing vehicle is made of the | |
| same shimmering metal as the outside of it. [...] | |
| If an author tells me, "you're certain that you can jump into the | |
| spaceship with little difficulty," I expect >JUMP INTO THE SPACESHIP to | |
| be implemented. I mean, come on. | |
| The nastiest bit of business like this begins when you finally make it | |
| to the alien ship. Everything on the ship has a label of some sort. You | |
| get some glasses that allow you to read the language. I guess maybe it | |
| was because the author wanted to allow for you not having the glasses, | |
| and so separated out the reading of things to be handled separately, or | |
| maybe it's just a case of TADS allowing READ to be a separate verb from | |
| EXAMINE, unlike Inform. (Inform can be made to do this, of course, but | |
| TADS comes with a 'readable' class in the standard library.) But it | |
| drove me batty, examining things only to be told "It has some writing on | |
| it.", forcing me to READ it: | |
| >x wax | |
| The can of floor wax has some writing on it. | |
| >read it | |
| Some English writing on the can of floor wax reads, "Floor | |
| Wax. Warning: Highly Flammable! Keep away from fire". Highly | |
| flammable floor wax? Is that safe? You suspect that they the | |
| Ceruleans got a really good price for this at some liquidation | |
| center. | |
| Why not just tell me what it says when I'm examining it? Gradually, | |
| grudgingly, I trained myself to use the READ command instead of typing | |
| X, but old habits die hard. I play a lot of IF. I'm used to EXAMINE, you | |
| know, printing descriptions of things. | |
| Here's a choice encounter with this problem: | |
| Security Center | |
| A bank of monitors fills most of the north wall, and a | |
| huge control console fills the west wall. | |
| >x console | |
| The control console has three basic panels on it: an output | |
| panel, an input panel, and an action panel. Each of these panels | |
| has further controls on it. | |
| >x output | |
| Which output do you mean, the output panel, or the output control | |
| dial? | |
| >panel | |
| The output panel has an output control dial and some writing on it. | |
| >read output panel | |
| Some Cerulean writing on the output panel reads, "Output panel. | |
| Select output location using the dial below". | |
| >read input panel | |
| Some Cerulean writing on the input panel reads, "Input selection | |
| panel. Select input source using the dial below". | |
| >x input dial | |
| The input control dial has some writing on it. | |
| >read input dial | |
| Some Cerulean writing on the input control dial reads, [...] | |
| >x action panel | |
| The action control panel has some writing on it. | |
| Three buttons are set into it: one red, one green, and one blue. | |
| >read action buttons | |
| I don't see any action buttons here. | |
| >x red | |
| Which red do you mean, the battered red lunchbox, or the red | |
| button? | |
| >button | |
| This button has some writing on it. | |
| >read red button | |
| Some Cerulean writing on the red button reads, "Stop". | |
| It took me too long to figure out that the bulk of the game was all | |
| about finding ways to dispatch alien guards one at a time, until I'd | |
| offed enough of them to get to the endgame. It wasn't until after I'd | |
| hit the two-hour mark that I realized this was the point of it all. Just | |
| when I was about to quit, I hit on this idea, so I finally saw what was | |
| apparently a winning ending about twenty minutes later, although I only | |
| had 126 out of 161 points. The most I ever got was 145 points. I have no | |
| idea how you get the last sixteen lousy points, but I don't care to try. | |
| Hmm. Writing about this and reliving my gripes has made me deduct | |
| another point. This game might have gotten a score of 7 from me in the | |
| best possible case: amusing, with some interesting puzzles, but still | |
| built from a clich�d set of ideas at the core. That'd be worth a 7 on my | |
| scale. However, I got frustrated and stuck a lot, and the READ thing was | |
| pretty annoying, and I wasn't able to finish in two hours. Sorry, but | |
| that's how it goes, I guess. | |
| RATING: 5 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Virginia Gretton <VGretton SP@G aol.com> | |
| TITLE: Episode In The Life Of An Artist | |
| AUTHOR: Peter Eastman | |
| EMAIL: None provided | |
| DATE: October 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/artist | |
| VERSION: Release 1 (competition version) | |
| Never judge a book (virtual or otherwise) by its title I told myself as | |
| I opened up the game. I might be a scientist who thinks chemistry is the | |
| best subject on the planet, but a title like "Episode In The Life Of An | |
| Artist" does not necessarily mean an arty, poetic, puzzleless offering. | |
| The opening scene is a bedroom, which could have been instantly | |
| sleep-inducing for the player. Luckily, I was fascinated by the author's | |
| choice of quotations and continued. Exploring led me into a pretty | |
| run-of-the-mill dressing sequence but at least I wasn't trapped in one | |
| room waiting to discover the magic command that would open up the game. | |
| And the kitchen was fun for a few turns. | |
| A possibly frustrating time is encountered outside the house but it | |
| doesn't defeat the intellect to find the key to moving the action along. | |
| Entertainment is provided while this section is unfolding its vital | |
| pieces of information. | |
| And then -- suddenly -- the game began to grow on me. Almost against my | |
| will. There is a wonderful sequence after the PC reaches the main game | |
| destination, which speaks volumes about his pernickety attention to | |
| dress code. The timing is exactly right and the PC's shock at the event | |
| is an enduring memory. | |
| Yes, there are bugs. Yes, there are times when starting again is the | |
| only thing to do. The game still managed to overcome my irritation at | |
| its implementation and logic gaps. It made me want to finish. I'm glad I | |
| did, because the final screens are worth the playing time by themselves. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Paul E. Coad <coad SP@G sonic.net> | |
| I really enjoyed playing Peter Eastman's entry in the IFComp, "Episode | |
| in the Life of an Artist." This is largely because game contains many | |
| references to and is in the style of other works that I have enjoyed. | |
| After playing the first section, I nearly quit and moved on to the next | |
| game on my list, but I was completely hooked by the second. The game's | |
| tone is much lighter than many other of the games in the comp, it's | |
| playable in 2 hours, and it's fun. | |
| The story starts with the character in bed with the alarm buzzing. The | |
| remainder of the initial section is concerned with getting cleaned up, | |
| dressed and ready for work. This part is a little dull but serves to | |
| introduce the character. Most story-oriented games contain few or simple | |
| puzzles, and Episode is no exception. None of the puzzles are very | |
| difficult and a few are just tedious. Still, they are not the point; | |
| they're just plot devices. The writing is simple but of high quality. | |
| The game is segmented into discrete areas. Within each area the player | |
| has freedom to explore, but once one of the trigger actions occurs, the | |
| character is moved to a new segment. At first this is a bit jarring but | |
| it is a relief not be required to, for instance, find the bus stop, | |
| right bus, etc. | |
| The setting is a skewed version of the intersection between the here and | |
| now, Zork, and Daniel Pinkwater universes, with bits of others mixed in. | |
| Included in the Zork references is a mention of a "five zorkmid bill" | |
| being in the character's wallet. Usually the references to the Zork | |
| universe take the form of similar items or locations. On the Pinkwater | |
| side, several his books contain variations on the chicken man. His | |
| appearance in this game kept me playing when I was just about to quit | |
| and move on to the next entry to be judged. More than the chicken man | |
| has the Pinkwater vibe. The structure of the story, its simple and | |
| childlike main character, and the strange characters/machines/job are | |
| all common Pinkwater elements. Also included are nods to HHTG, and | |
| likely a few more that I missed. | |
| At the end of some movies while the credits are being shown, outtakes | |
| from the filming are shown as well. Jackie Chan movies do these | |
| particularly well. They show funny mistakes, goof-ups, and occasionally | |
| Jackie Chan being taken away in ambulances. They do not add to the | |
| story, but they add some extra humor and a peek at the human side of the | |
| people involved. We are invited to laugh with the actors instead of just | |
| at the characters. Some Pixar movies also contain outtakes at the end. | |
| These, however, are obviously scripted, animated, rendered, and | |
| artificial. In Episode, after the end of the game the player is given | |
| the option to view outtakes. These were mostly well done, but felt more | |
| like the Pixar outtakes than the ones from Jackie Chan. | |
| The game is not perfect. The beginning is slow. The end is abrupt. Parts | |
| of the game are scripted in ways which are a little sloppy. In a few | |
| places, long asides are added to room descriptions; these make sense the | |
| first time the location is entered, but break the mood when they are | |
| shown each time the player enters the location. None of these problems | |
| is enough of a problem to really knock off too many points off my score. | |
| I rated this game a 7 in the judging. It placed a respectable 11th. | |
| Hopefully we will see more games from Peter Eastman. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Virginia Gretton <VGretton SP@G aol.com> | |
| TITLE: The Erudition Chamber | |
| AUTHOR: Daniel T. Freas | |
| EMAIL: erthwin SP@G cox.net | |
| DATE: October 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/erudite | |
| VERSION: Competition release | |
| I came away from this game feeling I would forgive the author anything. | |
| Although I'm a non-fan of MUDs -- from which the game derives | |
| inspiration -- the opening pulled me in. I am not aware of visualising | |
| in any conscious way normally but such a vivid image was conjured by the | |
| opening description that I laughed out loud. This (more than any other | |
| piece in the competition) reminded me of the heady days when we queued | |
| to pay money for adventure games. A time when whole weeks were lost | |
| fighting with puzzles and resisting hints from coded clues in the back | |
| of the manual. | |
| I loved the way situations had multiple and logical solutions. It was | |
| compulsive in a self-assessing way because you just had to find out | |
| which sect fitted you best. I also loved the way doors disappeared | |
| behind you as new areas were entered. I was left in no doubt that I | |
| should go forward with the equipment in my current inventory. No | |
| fifty-move treks across the map to retrieve an essential object | |
| discarded earlier. | |
| The central puzzle was a perfect struggle of my intellect against the | |
| Maester. I was meant to prove myself and the contrived game world became | |
| perfectly believable to me. So what do I need to forgive the author for? | |
| Only that The Erudition Chamber ended much, much too soon. I would have | |
| happily continued through another five or six tests. Bravo! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: J.D. Berry <jdberry SP@G cox.net> | |
| TITLE: Gourmet | |
| AUTHOR: Aaron A. Reed | |
| EMAIL: reed SP@G aaronareed.net | |
| DATE: October 2003 | |
| PARSER: Inform | |
| SUPPORTS: Z-code | |
| AVAILABILITY: Freeware | |
| URL: http://aaronareed.net/main.php3?topic=explore&meme=gourmet | |
| VERSION: I'm reviewing the Comp '03 release, but there's a Release 1.2 | |
| at http://aaronareed.net/memes/gourmet/gourmet.1_2.z5 | |
| "My name is James, and I'll be your sommelier this evening. Might I | |
| recommend a bottle of Gourmet '03? It's a delightful game with a hint of | |
| sitcom in the nose. Bananas repeat on the palate where they are joined | |
| by the flavors of panic and pain. Its upbeat character fades with a | |
| long, slow finish." | |
| Like any method actor, the interactive fiction player will ask | |
| throughout the production, "what's my motivation?" Like a director, the | |
| interactive fiction author must continually inspire that motivation. A | |
| straightforward mission--"you hate this person and will do everything to | |
| destroy him"--is usually enough for the director to give to the actor, | |
| but it's only a first step for the author to give to the player. | |
| If the author wants to ensure player motivation at all times, the author | |
| must: | |
| * Provide and maintain a fresh, intelligent setting. | |
| * Initiate and maintain empathy with the protagonist and his/her/its | |
| predicament. | |
| * Integrate the setting and predicament through story and/or puzzles. | |
| * Set a pace the player can follow, upping the stakes gradually. | |
| * Since the story usually progresses only when the player does, | |
| entertain when the player doesn't. | |
| So, how does Gourmet fare? | |
| Reed nails the setting. The Mack n' Geez combines authenticity (I feel | |
| like I'm really in a restaurant) with imagination (but I'm not in a | |
| boring restaurant). The kitchen displays its practical side with cutting | |
| boards, spice racks and dishwashers. But, oh, there's also a pneumatic | |
| tube food delivery system -- cool. The dining area has the usual tables | |
| and chairs. Yet, there's a band on stage armed with an extremely limited | |
| repertoire of big band tunes -- charming. | |
| Perhaps to maintain the setting's freshness, Reed might have added a | |
| section to the building that was inaccessible for part of the story. One | |
| of the sick workers has the only key to -- I don't know -- a reserved | |
| wine cellar, and he stumbles in near the end of the story to give it to | |
| you. Admittedly this may be my personal Pavlovian thrill of discovering | |
| new locations. | |
| I like the physical layout of the restaurant. Even though, I, the | |
| player, had never been there, I felt like I, the manager, had | |
| practically lived there. Reed's descriptions make the rooms' exits | |
| familiar and natural: | |
| A small doorway north to your office is half-hidden behind the | |
| fridge. A set of swinging double doors lead east to the seating area, | |
| a back door west to an alley, and an iron-wrought spiral staircase | |
| leads down to the wine cellar. | |
| The setting merits a Xyzzy nomination in its own right, but also because | |
| it illustrates how a setting can strengthen other elements of a game. In | |
| this case, it breathes life into the player character (PC) and his | |
| motivations. | |
| The PC has devoted his life to the culinary arts. There's a mission | |
| statement -- own a five-star restaurant. That's all you the player know, | |
| and that's all you really need to know. Something like 80% of all | |
| restaurants fail. Success demands total commitment and more than a few | |
| dashes of luck. You are a chef, indeed, and you wear many other hats as | |
| well. There's no time for character-defining choices and angst-ridden | |
| soul-searches when there's all this celery to chop. | |
| Achieving your vision? Well, you can't just say you have five stars. An | |
| eminent personage in the biz must deem you worthy. Luck rained on you | |
| this morning -- yes, the noted food critic Vera Davenport will be | |
| visiting, and you know about it ahead of time. Better get busy. Er, I | |
| mean really busy. | |
| So, you, the player character, aren't particularly defined*, but there's | |
| no ambiguity or pretension -- you know who you are and what you're | |
| about. You, the player, care because somehow the restaurant itself seems | |
| like a living entity -- your baby. You must nurture it. It's under your | |
| care. Suddenly, here's its one and perhaps only chance to go to college. | |
| Better get really, really busy. | |
| If the restaurant were generic food joint number five, would I care? Do | |
| you want cold fries with that? | |
| To satisfy my curiosity after completion, I returned to various saved | |
| games. I typed z (the wait command) repeatedly. There aren't any timers. | |
| I generated the pressure internally (mostly, though, only early in the | |
| game). Here, I credit Reed's game design choices. He wisely omitted a | |
| warning daemon telling me every third line to hurry up. He avoided a | |
| "you failed to optimize your moves and now you've botched the whole | |
| shebang." He handed me the ball of anxiety and let me run with it. | |
| Reed integrated the setting and predicament well, especially in the | |
| first parts of the game. The "puzzles" were reasonably clued and pitched | |
| in terms of difficulty, also more effectively so during the first half | |
| of the game. Though some solutions were quite odd, they always fit the | |
| game's tone and were usually hilarious. | |
| Alas, the pace. Unfortunately, play bogs down as the main course | |
| commences. The story structure is fine -- it "ups the ante" emotionally | |
| (and physically -- ouch!) The complexity is fine -- it should be more | |
| difficult at this stage. However, the player can't (at least this player | |
| couldn't) keep the pace. With so many hoops to jump through while the | |
| implied timer ticks, the implementation must be flawless and the | |
| solutions must be intuitive. But the implementation was shaky in spots, | |
| and the solutions were fairly reasonable but not intuitive. | |
| The conversation system shows attention and care, but it's still rather | |
| sparsely implemented. This is fine when you just have to make small talk | |
| (like in the first part), but frustrating when you need to communicate | |
| more specifically (like during the main course.) | |
| Not only was the implementation shaky at times, but also inadequate | |
| feedback from the customers, in the form of complaints and feigned | |
| disgust, led to my disbelief that I was under any real deadline. What | |
| had been an asset in the beginning was a liability by the main course. | |
| The second-half pacing is my only real complaint, although it's a big | |
| one. When I like a game, such issues stand out all the more. I was | |
| happily whistling along and the tune got away from me. Since Gourmet is | |
| an experience, a comic episode, it can afford a misfired joke or a | |
| puzzle that stretches reality. It can't afford leaving the player | |
| confused and a scene behind. | |
| Ah, yes, I'm grumbling too much. I really did like Gourmet. Just eat the | |
| steak, and leave the little strip of fat, will you, dude? How about the | |
| general entertainment? How was the writing? | |
| Excellent. I loved the descriptions of even the most mundane things. I | |
| enjoyed Reed's natural and personal writing style, capturing the mood | |
| and situation perfectly. | |
| >open dishwasher | |
| Business has been slow tonight, so there aren't any dishes in there | |
| just now. | |
| >x kettle | |
| This dingy old kettle was one of the first pieces of cookware you | |
| owned, a gift from your great-uncle on your eighth birthday. The | |
| water in the kettle is steaming and looks close to boiling. | |
| Absorb passages like those, over time, and you eventually become | |
| immersed in the world and the character "him"self. | |
| "You'll have the Gourmet, then? Excellent. <POP!> Oh, dear, I seem to | |
| have spilled it all over you..." | |
| --- | |
| *The following articles present the advantages and disadvantages of defining the PC: | |
| Doug Atkinson's "Character Gender and Interactive Fiction" | |
| http://www.xyzzynews.com/xyzzy.3h.html | |
| John Wood's "Player Character Identity in IF" | |
| http://www.xyzzynews.com/xyzzy.9d.html | |
| Duncan Stevens' "The Player Character's Role in Game Design" | |
| http://brasslantern.org/writers/iftheory/pcrole.html | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cirk Bejnar <eluchil404 SP@G yahoo.com> | |
| TITLE: Internal Documents | |
| AUTHOR: Tom Lechner | |
| EMAIL: lechner SP@G ispwest.com | |
| DATE: October 2003 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/zcode/internal | |
| VERSION: Release 1 (competition version) | |
| At last! A real game! This was the first title the Comp03 randomizer | |
| gave me that was neither terminally bugged nor in aid of a specific | |
| gimmick. I certainly enjoy text adventures -- that's why I judge the | |
| Comp, after all -- but this one was not quite perfect. | |
| Firstly, puzzle design. Several of the puzzles require reading the | |
| author's mind, but in strikingly different ways. Getting into the estate | |
| requires an unmotivated action. Sure I could do that, but why? The | |
| basement puzzle has decidedly non-standard syntax. The game accepts | |
| *that* phrasing? And using the computer requires that the steps be done | |
| in a particular order. I completed it on my own, but the game wouldn't | |
| advance until I had gone back and followed the walkthrough. Nothing that | |
| can't be cleared up in a post-comp release. | |
| Even then, however, this wouldn't really be a ten, for me. I'm not quite | |
| sure why. Maybe it has something to do with how the theme of electoral | |
| fraud falls flat with me. But I think the real problem is the connection | |
| between the story and the puzzles. Both elements are present but they | |
| consistently fail to connect. I wanted to learn more about the house, | |
| the damming of the river, how Holden got connected to Gov. Blight, but | |
| the game just doles out enough to keep the plot moving along. Details | |
| are sometimes colorful, but they never add up to a satisfying picture. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Virginia Gretton <VGretton SP@G aol.com> | |
| TITLE: The Recruit | |
| AUTHOR: Mike Sousa with J.D. Berry, Jon Ingold, and Robb Sherwin | |
| EMAIL: mjsousa SP@G comcast.net | |
| DATE: October 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/recruit | |
| VERSION: Release 1 (competition version) | |
| Now here is a game I could get to grips with. Playing immediately after | |
| my thoroughly vexing and bewildering experience with Slouching Towards | |
| Bedlam (I apologise to Star and Daniel for my ignorance but I didn't | |
| discover the story, didn't get the machines to work and was flummoxed by | |
| the weird text on certain screens), I spent some of the two hours | |
| thinking about the kind of IF player I must be. I finished the game in | |
| the allotted time but only because I took a managerial decision to | |
| deduct the personality assessment time and restart the clock (shush, | |
| don't tell anyone). | |
| The opening screen invites you to choose your gender and reminded me of | |
| menu-driven role playing games. Don't be put off -- the reason for | |
| gender choice is innocent fun and non-MUD in character. | |
| I found the game concept fresh but I may just have been in a | |
| logic-starved state. Puzzles are the entire point of the piece and a | |
| reasonable explanation is given for your presence in this world. | |
| The first scene is relatively gentle and (filled with confidence) I | |
| launched myself into the second sector. There I spent over 40 minutes in | |
| a state of refusing to be beaten. There are only so many things that can | |
| be touched or otherwise manipulated; how hard could it be? | |
| Later scenes of the game felt very American to this English girl but | |
| that is a comment, not a gripe. The purple room was so elegant in its | |
| complex simplicity that I found myself applauding mentally. | |
| I was slightly disappointed to discover a previously undeclared | |
| collaboration of authors. I hadn't noticed changes in writing style, so | |
| the final product must have been well edited. The concept is clever and | |
| the implementation rewards player effort, but still I felt let down. | |
| Surely all that brainpower (the names were of the famous variety) should | |
| have produced more game for my money. Is that is a backhanded | |
| compliment? I didn't want the game to end so I felt the collaboration | |
| could have produced more puzzles and extended the playing pleasure. The | |
| description of The Recruit's evolution (accessed at the end of the game) | |
| is entertaining in itself. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Russo <russo SP@G caffeinedreams.com> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: Risorgimento Represso | |
| AUTHOR: Michael Coyne | |
| EMAIL: coyne SP@G mts.net | |
| DATE: October 2003 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/zcode/risorg | |
| VERSION: Release 1 (competition version) | |
| This game initially threw me for a loop; given the intimidating title | |
| and the scholastic setting of the opening, I was expecting a much more | |
| historical take than the one I was presented. My initial notes involved | |
| a fair amount of griping about such anachronisms as the use of | |
| Mendeleev's periodic table, but once I grasped what kind of game I was | |
| in for, I had a much more pleasant time. Risorgimento is a whimsical, | |
| well-coded adventure in the Infocom tradition, distinguished by some | |
| very entertaining puzzles. The plot is nothing terribly involving -- the | |
| player character is a student desperately trying to make his (her?) way | |
| back to the modern day -- but that's not really the focus of this | |
| offering. Instead, it's the series of challenges facing the player that | |
| are responsible for keeping the interest level high, and fortunately, | |
| they succeed at this task quite admirably. | |
| The author should be congratulated for removing much of the annoyance | |
| often associated with IF: doors automatically open and unlock, for | |
| example, which makes exploration stress-free. The environment unfolds | |
| gradually, with new areas opening up in a logical, manageable fashion; | |
| although there are quite a few locations, I never felt lost or unsure of | |
| what I should be working on. Although an inventory limit is implemented, | |
| the bottomless satchel greatly ameliorates the irritation. Really, the | |
| only complaint I had was that reading the notebook cycled through three | |
| different passages, only one of which was useful for a particular puzzle | |
| (although while writing this review, I discovered that READ CHEM jumps | |
| directly to the appropriate section, a thoughtful convenience.) | |
| NPC interaction is slim, but what there is works fairly well; one | |
| doesn't expect the absent-minded wizard or the bored gate-guard to be | |
| very interested in chit-chat, after all. The writing is workmanlike and | |
| seemed almost completely error-free. I did run into one coding oddity -- | |
| attempting to pick up the iron key Ninario dropped after his abduction | |
| sometimes returned a complaint about the difficulty of taking it home | |
| with me. Just about every object I thought to examine was implemented, | |
| and the overall attention to detail was satisfying; the author indicates | |
| that he spent almost three months testing and revising, and the effort | |
| shows. | |
| The meat of the game really comes in the puzzles, and the quality is | |
| again consistently high. The second I read the chemistry notes, I knew | |
| that I would need to make some gunpowder, but the in-game clues were | |
| robust enough that I didn't even need to look up atomic numbers to | |
| complete this section -- it was deep enough to be interesting but not | |
| complicated to the point of frustration. The misadventures at the farm | |
| are another high point -- when you're standing at the top of a tree, | |
| wearing welding-goggles, a helmet, and a bear rug, and holding a | |
| cannonball, and every step along the way made perfect sense, that's good | |
| puzzle design, right there. While some obstacles were a bit hard, some | |
| judicious tyromancy was usually good for a nudge in the right direction, | |
| and many problems had more than one solution. I might quibble with some | |
| of the implementations (a few seem rather difficult without some outside | |
| knowledge -- the Greek meaning of arktos, the presence of methane in | |
| human waste, etc. -- and it took me a long time to figure out that AIM | |
| CANNON AT DOORS was the proper syntax), but overall the puzzles were | |
| fair and well-clued. | |
| The only thing holding Risorgimento back from a higher rating is the | |
| fact that I do tend to prefer my games a bit more plot-heavy, but | |
| really, that's merely a minor issue of personal taste. The level of care | |
| and conscientiousness that went into this game is impressively high | |
| (look at the list of AMUSING actions if you need any more proof!), and I | |
| hope we'll have a sequel to look forward to next year! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: J. Robinson Wheeler <jrw SP@G jrwdigitalmedia.com> | |
| [Originally posted on rec.games.int-fiction and on Rob's website at | |
| http://raddial.com/if/reviews/comp03_reviews.html] | |
| TITLE: Sardoria | |
| AUTHOR: Anssi Raisanen | |
| EMAIL: anssi.raisanen SP@G cop.fi | |
| DATE: October 2003 | |
| PARSER: ALAN standard | |
| SUPPORTS: ALAN interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/alan/sardoria | |
| VERSION: 1.0 (competition release) | |
| Normally, I don't play ALAN games, mostly because they're a lot of extra | |
| trouble. There doesn't seem to be a way (and I might be wrong about | |
| this) of automatically saving a transcript, and that's something I like | |
| to do when playing comp games, so that I can refer back to it when | |
| writing reviews. [Editor's note: Apparently, ALAN games can in fact | |
| generate a transcript when they are started at the command line with the | |
| -L switch. This fact does not necessarily overturn Rob's point about | |
| these games being "a lot of extra trouble." --Paul] As a result, I ended | |
| up doing this very tedious thing of copy-and-pasting a screenful of text | |
| at a time from the ALAN terp window into a text editor every twenty | |
| seconds. This has served to make me grumpy and irritable and likely to | |
| rate the game more harshly than I would have if it had been an Inform or | |
| TADS game, which isn't really fair. Maybe I'll add a point at the end to | |
| try to compensate, but that isn't really fair, either, I suppose. | |
| This is a fairly standard and fairly short old-school type game set in a | |
| castle with dining halls, secret passages, a bearded old wizard, and a | |
| king who's in trouble. That sort of thing. You start out in a locked | |
| room, and figuring out how to get out of there was, to me, the most | |
| troublesome puzzle of the game. I went to the hints fairly quickly, and | |
| all they did was suggest that something else was hidden in the room with | |
| me. Given the extremely limited set of things to interact with, I | |
| eventually found it, but it was a total read-the-author's-mind type of | |
| situation. | |
| The next puzzle after that was equally perplexing. I guess if I'd really | |
| taken the time to examine everything (which I was steered away from | |
| doing, because it was a kitchen full of knickknacks, the first dozen or | |
| so of which yielding nothing more than a note saying that they're not | |
| worth playing with), I might have figured it out on my own. Instead, I | |
| used the WALKTHROUGH command. | |
| After that, things went a little better. I'm an old hand at looking | |
| behind things and finding secret passages and so forth. There was a | |
| curious cultural gap that made one puzzle here a bit more of a stumper | |
| than it was supposed to be, I think. You have a clue sheet of abstract | |
| concepts, and then a grid of icons you have to touch, matching the | |
| concepts. Two of the concepts were "night" and "wisdom". One of the | |
| icons was an owl. The mismatch and the correct solution are left as an | |
| exercise for the reader. | |
| Later on, I unintentionally found the solution to a puzzle because an | |
| NPC blurted out the solution, due to a bug, as if I'd already stumbled | |
| on it and was showing him the results. Oh well, whatever works. Just | |
| after this, there was something that I guess was a bug -- I was told to | |
| proceed through a set of color-coded doors in a certain order, and that | |
| order was incorrect: two of the colors needed to be swapped in order for | |
| me to get to the end. I don't know what that was about, but it seems | |
| like a beta-tester should have found that. Unless it was deliberate, in | |
| which case, it was just weird. | |
| Right after that, there was a puzzle that reminded me of something I | |
| made fun of in one of last year's games. It's the equivalent of going | |
| into a room with a gigantic vault safe, with a description saying, "Oh | |
| no! How will you ever get this open? Also, there's a note attached to | |
| the safe." Examining the note says, "The combination is 59-73-102." | |
| Makes you wonder whether it even qualifies as a puzzle at that level. | |
| Following one more read-the-author's-mind puzzle, the game suddenly | |
| ended, and I had won. Uh -- okay. Well, that was, hmm, brief, I guess. | |
| There is nothing especially bad about the game, but nothing especially | |
| unique about it, either. Sometimes I like old-school games like this, | |
| but this one left me kind of wishing for more in the way of | |
| entertainment value. My natural reaction would be to rate this one a 4, | |
| but is that because I was grumpy about the lack of a logging feature? | |
| Hmm, nah, I think it's because that's the proper rating to give it. | |
| RATING: 4 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Virginia Gretton <VGretton SP@G aol.com> | |
| TITLE: Scavenger | |
| AUTHOR: Quintin Stone | |
| EMAIL: stone SP@G rps.net | |
| DATE: October 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/scavenger | |
| VERSION: Version 1.0 (competition release) | |
| This game was well-coded and extensively tested. I was given choices at | |
| the beginning, which worried me in case no-win states lay just beyond | |
| the horizon. Happily, that was not the case. | |
| The setting did not excite me for a long time. And being forced to | |
| abandon a child in a hostile world went against the grain. Still, it is | |
| a means to an end -- a workman-like way of coding progression. | |
| Inside the main location, I was frustrated by clear solutions combined | |
| with inability to get the required response. That said, the tension | |
| built nicely and crept up on me unawares. | |
| The conclusion was satisfying and mollified my buried worries about | |
| child abuse. Multiple endings were sufficiently interesting to make me | |
| want to try them. In some ways this game achieved more than my favourite | |
| entry -- it drew me in and held my attention in a very subtle way. If | |
| Scavenger were a book, I would find myself pre-ordering the author's | |
| next title from Amazon. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Cirk Bejnar <eluchil404 SP@G yahoo.com> | |
| My favorite game of the Comp, this old-school gem combines well-done | |
| puzzles with evocative prose to create an intriguing world. You are cast | |
| as a scavenger in a post-apocalyptic wasteland, seeking some secret | |
| technology of the ancients. This provides a nice explanation for why you | |
| go off exploring behind every desk and pick up anything not nailed down. | |
| One feature of note is the many alternate solutions that are coded. | |
| There is a store in the opening portion of the game where you have a | |
| choice of several items. Most of them are optional and they provide the | |
| game with a fair amount of replayability. | |
| From a technical standpoint, Scavenger is superb. Most actions are | |
| anticipated and generate interesting customized responses. In addition, | |
| alternate syntax is generously provided. Only once did I have to | |
| rephrase a command. There are a few minor bugs in the end game where it | |
| fails to properly check state, but nothing that adversely effects | |
| gameplay. | |
| Personally, I found the gameplay experience of Scavenger to be very | |
| rewarding. You are given a goal at the beginning that drives the action | |
| throughout. The primary task breaks down nicely into subgoals, how to | |
| enter the base for instance, but there are also puzzles which are more | |
| of less optional, depending on the supplies you have and whether or not | |
| you want a full score. The balance between player freedom and keeping | |
| the plot moving was well handled in my opinion. I would also like to | |
| mention the writing. It is generally quite good at sketching places or | |
| people with a few simple strokes. Details are included with just the | |
| right frequency to give you a vivid picture of the world and its | |
| inhabitants. | |
| The difficulty is not particularly high nor is the game very cruel. And | |
| if you do get stuck it features a nicely done hint system to give you a | |
| nudge (or a shove if you need it) in the right direction. Highly | |
| recommended to all except perhaps very young children. The language and | |
| violence would probably garner a PG-13 rating from the MPAA. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jessica Knoch <jessicaknoch SP@G mindspring.com> | |
| [This review originally appeared on Jessica's web page at | |
| http://www.strangebreezes.com/if/reviews/comp03.htm] | |
| TITLE: Shadows On The Mirror | |
| AUTHOR: Chrysoula Tzavelas | |
| EMAIL: exstarsis SP@G msn.com | |
| DATE: October 2003 | |
| PARSER: TADS3 | |
| SUPPORTS: TADS3 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads3/shadows | |
| VERSION: IFComp ver 1.0 | |
| A major part of this game is figuring out who you are, why you're stuck | |
| in this car, who the driver of the car is, why you don't want to see | |
| your grandfather, and so on. It's tricky; there's a lot to it, and it | |
| can't all be explained, even when you play through it several times. But | |
| what I have seen of the story and background is pretty intense. There's | |
| some supernatural stuff going on, and the PC is in the thick of it, and | |
| you get to be cool, and the driver of the car is cool, and there's just | |
| a lot of cool parts. But... there is a problem. | |
| It's kind of like the third quarter of a really close (American) | |
| football game. Sure, the score is tied at 24, but that's what it was at | |
| the half, and you're not down to the wire yet, because it's still the | |
| third quarter. Or maybe it's like the second to last chapter in a short | |
| novel -- all the really good stuff has already happened, and all of the | |
| explanations are saved for the last chapter, so even though you're in a | |
| great story, it isn't happening now. It's already happened, or it's | |
| going to, but everything that happens in Shadows is subtle and under the | |
| surface. | |
| That said, what you get of the story is definitely worth playing the | |
| game to see. I was initially put off by having to repeat actions to get | |
| the whole effect, but it's mentioned in one of the "hint" or "about" | |
| menus, so I guess I should have known. There are some pretty good liner | |
| notes, which is always nice. Hints and a walkthrough are included, so I | |
| can't complain too much about the puzzles, such as they are. In this | |
| game, "puzzles" are either an action you have to take, or a milestone | |
| you can reach in the conversation. In this sort of situation, getting to | |
| a "losing" ending and having to replay loses a piece of the game's | |
| appeal, but there's nothing to do for it but restart and try again. | |
| Shadows makes it worth the trouble. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jessica Knoch <jessicaknoch SP@G mindspring.com> | |
| [This review originally appeared on Jessica's web page at | |
| http://www.strangebreezes.com/if/reviews/comp03.htm] | |
| TITLE: Slouching Towards Bedlam | |
| AUTHOR: Star C. Foster and Daniel Ravipinto | |
| EMAIL: bedlam SP@G peccable.com | |
| DATE: October 2003 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/zcode/slouch | |
| VERSION: Release 1 (competition version) | |
| The title recalls the W.B. Yeats poem, "The Second Coming," in which the | |
| question is posed: "What rough beast, its hour come round at last, | |
| slouches towards Bethlehem to be born?" It is, possibly, the most | |
| suggestive and fitting title of any game in this Comp. You play... well, | |
| the game starts in some sort of office, where you are listening to a | |
| voice on a phonograph talk about chaos, and a secret, and moments of | |
| madness. Almost immediately, the game has an eerie tinge to it, | |
| resulting from two things: first, if you've seen enough movies, you | |
| suspect that it is your voice on the phonograph -- moments of madness, | |
| indeed. Second, the text studiously avoids saying "you." You're | |
| examining objects, exploring the contents of the office, but the | |
| descriptions of things and even descriptions of actions are ghostly, | |
| passive: the desk you want to look in is not "your desk," the response | |
| to "open drawer" begins with "The large central drawer opens..." Even | |
| default responses have been changed, so that trying to take an object | |
| you already hold gives "One cannot take what one already has." It all | |
| evokes a mystery, and the discovery that the office is in an insane | |
| asylum in 1855 only adds to the creepy, disturbing atmosphere. | |
| But this is not a scary game: there are no monsters chasing you, no | |
| weapons to wield in self-defense. The act of exploration is so natural, | |
| after the first scene, that you don't realize for some time that the | |
| *PC* is also exploring. There is a subtle lack of familiar references, | |
| which you might expect after identifying yourself as Dr. Xavier, who is | |
| superintendent of the asylum. Instead, the PC is just as new to all this | |
| as you are, which aligns your purposes seamlessly, making the player and | |
| the PC one. | |
| You are given a powerful tool to aid in comprehension, described in the | |
| phonographic diary: the Triage unit. It is a mechanical information | |
| assimilator, and it follows you around on wheels. It can identify | |
| objects and give you an idea of how things are used. It's also useful | |
| for other problems you encounter during the course of the discoveries, | |
| and is just about the ideal thing to have along in a text adventure. | |
| In the course of exploring the asylum and the town, some odd things | |
| start to happen. We start to get into spoiler region here, but you can | |
| find a pattern to the odd things, and between that and the odd things | |
| you find as you explore, the mystery slowly begins to take a clearer | |
| shape. Eventually, gradually, it coalesces until the situation is clear. | |
| However, what you will do about it is not clear. There are several | |
| options, with five different outcomes, none of which could rightly be | |
| called winning or losing. If ever there was a game where not having a | |
| score was justified, this is it. | |
| As for the other aspects of a game people generally talk about: | |
| wonderful. I didn't see a single confirmable error in the text. The | |
| actions needed to "solve the puzzles" were logical and intuitive, and | |
| figuring out how one of the various machines worked in the game was very | |
| satisfying. There are hints: good, extensive, thorough and gentle hints. | |
| The pacing is superb: the pieces of the story come at just the right | |
| moments, the understanding comes gradually and not too slowly. The size | |
| of the game is next to perfect for the Comp, exactly filling up two | |
| hours in reaching one or two endings and reading the appendices. There | |
| are moments that made me completely forget about the real world, and | |
| focus entirely on what was happening in the game. | |
| In short: you must play this game. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cirk Bejnar <eluchil404 SP@G yahoo.com> | |
| TITLE: Temple of Kaos | |
| AUTHOR: Peter Gambles | |
| EMAIL: peter.gambles SP@G admin.ox.ac.uk | |
| DATE: October 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/templeofkaos | |
| VERSION: Version 3.3.1 (competition release) | |
| Most of this game's text is written in a rhyming verse that many will | |
| doubtless find tiresome, but that I actually liked. The sparse, tortured | |
| syntax captured the feel of the piece quite well. However, it did cause | |
| a bit of a problem when unaltered library messages were encountered. And | |
| even when the messages were altered there was some evidence of | |
| sloppiness, as when a message says you're alone even when you're not. | |
| But such things remained minor annoyances and overall the text flowed | |
| smoothly. | |
| The story, on the other hand, often went in fits and starts. The game | |
| follows an inverted logic (candles that take in rather than produce | |
| light, etc.) that can be maddeningly difficult to unravel. While | |
| checking the clues sometimes provides an "aha!" moment, just as often | |
| the feeling is more along the lines of "well I wonder why _that_ would | |
| work?" On the plus side, the game features a unique (as far as I know) | |
| dual scoring system and a simple yet shrouded back story that I found | |
| fun to unravel. | |
| Overall, your mileage may vary, but I found Kaos an enjoyable pastime | |
| and would recommend it to anyone willing to enter its skewed vision. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| ######################################################################### | |
| ###### REVIEW PACKAGE: INTERACTIVE REALITY SHOW? ###### | |
| ######################################################################### | |
| [Note: Valentine provides scores with his reviews in the old style of | |
| the SPAG scoreboard, calling them SNATS, for Scores Not Affecting The | |
| Scoreboard. I've chosen to leave these scores in, since I think they | |
| provide interesting and useful information, but in case the name isn't | |
| enough of a hint, they shouldn't be construed to mean that the | |
| scoreboard has returned. It's still dead, and these scores won't be | |
| added to it. --Paul] | |
| In the last couple of years, so-called reality TV-shows became more and | |
| more popular in Russia. It all began with a BIG BROTHER incarnation late | |
| in 2001. Since then, the TV channel that had started it rested in peace, | |
| but several others launched a number of similar projects, accompanying | |
| them with extensive promotional activities -- so extensive they managed | |
| to make a person as TV-ignorant as myself aware of the existence of all | |
| those shows. Sigh. At least they couldn't make me watch that stuff. | |
| Of course, I'm not quite sure whether this development in Russia | |
| reflects world-wide trends. However, judging by the IF-Competition 2003, | |
| it does; I encountered at least three games one could place into the | |
| category of reality shows, with the protagonist being put into an | |
| unusual environment and given tests to stand and/or tasks to fulfill, | |
| while someone's watching how (s)he's handling them. | |
| It's always difficult to estimate, on speculative basis, how and to what | |
| extent this or that new approach might influence IF, and the "reality | |
| show technology" is no exception; the only thing that comes to mind is, | |
| it probably would give the authors more freedom to include pretty | |
| arbitrary puzzles into their games, presenting them as the | |
| aforementioned tasks and tests the player character has got to master. | |
| The only option to endorse or disprove this conjecture seems to be | |
| having a look at the appropriate entries in the Comp. | |
| A few disclaimers are needed here: first of all, I'm certainly not quite | |
| frank when I'm speaking about speculative estimation -- before writing | |
| this review, I had a chance to analyze the aforementioned games, and | |
| thus draw a more informed conclusion; keep this in mind, and just take | |
| it as a stylistic device. Secondly, since I haven't played all the | |
| entries in this year's Comp, I might have missed a few games based on | |
| the reality show technique. Please don't kick me in the teeth too hard | |
| for that, because I had got a pretty good reason not to grant this | |
| year's contest as much time and attention as I usually do. Finally, I'm | |
| presenting here the reality show genre as something new to IF, which | |
| isn't necessarily true; the fact I've never played such a game before | |
| doesn't mean no such game exists. Again -- please don't get mad at me | |
| because of this. | |
| -=-=- | |
| TITLE: The Erudition Chamber | |
| AUTHOR: Daniel Freas | |
| EMAIL: erthwin SP@G cox.net | |
| DATE: October 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/erudite | |
| VERSION: Competition release | |
| Of all the games reviewed here, The Erudition Chamber probably uses the | |
| most straightforward approach to reality show concept implementation. | |
| The main character is a novice at some sort of monastery (The Keep, to | |
| be more precise), who has got to solve a number of problems under the | |
| supervision of the Maesters of the Keep, getting feedback from them | |
| after each obstacle successfully overcome. The puzzles the player faces | |
| here are essentially unconnected with each other; in this respect, it | |
| reminded me of an entry in the very first IF-Competition back in 1995 -- | |
| The Magic Toyshop, which had been criticized a lot for being a plotless | |
| puzzlebox (to be fair, one has got to admit there were quite a bunch of | |
| people who liked it, as well). | |
| Fortunately for The Erudition Chamber, the parallel between these two | |
| games ends right there: for one, in spite of being pretty casual, the | |
| puzzles in Mr. Freas' game hang together much better in the sense of | |
| atmosphere (that means, they fit into the environment very well -- there | |
| is no "dealing with the Towers of Hanoi in the middle of a cave crawl", | |
| as Stephen Granade put it in one of his articles); and for the other | |
| (which is even more important), The Erudition Chamber isn't as much | |
| about solving puzzles as about the way(s) the player chooses to solve | |
| them. The thing is, The Keep houses four different orders, each with its | |
| own rules and approaches to problem solving; thus, each challenge the | |
| main character is confronted with during the game can be overcome in | |
| four different ways. Based on his choices, the Maesters of The Keep | |
| decide what order he is best suited for. The setting is done with great | |
| care; of course, the fact the puzzles are unrelated to one another has | |
| made the author's work easier, but the result is quite remarkable | |
| nevertheless. | |
| So, in short, The Erudition Chamber is nothing more than a bunch of | |
| puzzles with multiple solutions, where the way you solve them matters. | |
| No more than that -- but no less, either, and thus, absolutely | |
| recommended for playing -- I don't think this kind of game occurs too | |
| often in IF. | |
| And a final note, put here because the author explicitly asked for such | |
| feedback in his game: I played The Erudition Chamber twice (trying to | |
| find alternative puzzle solutions during my second session), and both | |
| times ended up, with a small preponderance, in the Seers' order. Either | |
| this game really can be used for some sort of personality research... | |
| or, the "Seer's" solutions just happened to be the easiest ones! ;) | |
| The SNATS: | |
| (Of course, it's not customary to rate IF-Competition entries in the usual | |
| SPAG style, but, as Ms. Papillon said, somebody had to do it;). | |
| PLOT: It can't be denied a plot is present, but it forms the background | |
| for the puzzles for the most part (1.1) | |
| ATMOSPHERE: The best word to describe the atmosphere would be stark | |
| (1.3) | |
| WRITING: Solid and polished (1.4) | |
| GAMEPLAY: Lets the player make lots of choices (1.3) | |
| BONUSES: Multiple solutions (1.3) | |
| TOTAL: 6.4 | |
| CHARACTERS: Not very interactive, but that's determined by the overall | |
| game idea (1.2) | |
| PUZZLES: Described detailed enough in the review already (1.4) | |
| DIFFICULTY: Reaching one ending isn't too hard (5 out of 10); however, | |
| finding ALL possible solutions would be quite a feat | |
| -=-=- | |
| TITLE: The Recruit | |
| AUTHOR: Mike Sousa | |
| EMAIL: mjsousa SP@G comcast.net | |
| DATE: October 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/recruit | |
| VERSION: Release 1 (competition version) | |
| The Recruit manifests its membership in the reality show class even more | |
| clearly than the previous game. Here, you are a participant in a | |
| beta-testing program for a company that tries to implement "real life | |
| text adventures." (By the way, this only becomes apparent after you read | |
| the Author's Notes after finishing the game.) This program enjoins you | |
| to complete their "product" (which effectively represents a set of rooms | |
| with puzzles to solve) while a manager of the company is surveying you, | |
| and evaluating your activities -- and that for 50 dollars as a reward. | |
| Thus, all ingredients for a reality show seem to be present. | |
| However, this concept is implemented entirely differently here: while | |
| The Erudition Chamber has got a pretty diffuse structure, The Recruit | |
| presents itself as a very, shall we say, tightly-built game. Sure, the | |
| general situation itself is somewhat artificially constructed, but | |
| within this construct, everything fits together as neatly as the | |
| gear-wheels of a well-adjusted clock mechanism: the flawless | |
| implementation (well, a nitpicker certainly would find greyish spots | |
| even on Malevitsh's Black Square, but I'm honestly trying to defeat my | |
| natural inclinations, and not to be one ;); the descriptions (one | |
| description in particular was remarkable; well, actually, it didn't make | |
| my jaw drop -- rather, it made me think, "Hey, that's a hell of a | |
| description!" I was amazed to find it later mentioned in the Author's | |
| Notes); the decoration elements (I mean, for instance, the main | |
| character's gender choice at the very start -- it doesn't affect the | |
| gameplay too much, only becoming visible in minor details, like some | |
| responses being changed, but it does do enough to make it a nice | |
| addition)... Still, as I finished the game, solving all the puzzles, I | |
| found myself (sorry for the bad pun) puzzled: so, the company obviously | |
| intends to make money with this stuff, and the manager who's been | |
| surveying and supporting me all the time has mentioned that all the | |
| (numerous) previous testers had failed to complete the task. Hey, but | |
| then, what's the company's potential customer group? Invalids of mental | |
| labour? | |
| OK, I'm taking a harsh tone here, which really isn't appropriate: the | |
| puzzles really aren't bad. They're set up very logically, and represent | |
| an integral part of the game structure as much as the other elements | |
| I've been talking about earlier; they just were not challenging enough. | |
| It was like... well, imagine you are on a trip in a distant, exotic | |
| country, and someone tells you you just MUST see, let's say, The Famous | |
| Temple Of The Incredible Pillar. So, you take a several kilometres long | |
| diversion from your planned route, visiting a distant village where this | |
| new object of your interest is located, and climb a steep hill to get to | |
| it -- only to find out that the Incredible Pillar is a quite functional | |
| yet totally unremarkable prop supporting the ceiling in the central hall | |
| of the Temple. It's not that this diversion was a totally useless waste | |
| of time -- the landscapes on your way were quite picturesque, and the | |
| Temple itself was worth seeing, too. However, you'd undoubtedly feel a | |
| certain disappointment. | |
| I had got a similar feeling about The Recruit -- just because I expected | |
| so much of the element that was supposed to be the central part and main | |
| attraction of such a well-constructed game. | |
| SNATS: | |
| PLOT: A nondescript part that helps holding the game construct together | |
| (1.1) | |
| ATMOSPHERE: Well, real life text adventure (1.2) | |
| WRITING: Effective and intense, just brilliant at some points (1.7) | |
| GAMEPLAY: Well, real life text adventure again (1.3) | |
| BONUSES: Choosing your gender; Genie the Labrador (1.3) | |
| TOTAL: 6.6 | |
| CHARACTERS: The usual one(s) found in text adventures + a well-trained | |
| dog (1.3) | |
| PUZZLES: Not challenging enough for a game focusing on puzzle-solving | |
| (1.1) | |
| DIFFICULTY: If Mike paid fifty dollars to anyone who completed the game, | |
| he probably would run out of money very quickly (4 out of 10) | |
| -=-=- | |
| TITLE: A Paper Moon | |
| AUTHOR: Andrew Krywaniuk | |
| EMAIL: askrywan SP@G hotmail.com | |
| DATE: 2003 | |
| PARSER: Inform Standard | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/zcode/papermoon | |
| VERSION: Release 1 (competition version) | |
| Although, like the previous games, A Paper Moon is another variation of | |
| the reality show theme (and you'll notice it if you play long enough), | |
| it rather successfully tries to hide this fact, disguising itself as | |
| your standard treasure-hunt-oriented cave crawl. This design choice | |
| automatically determined the overall gameplay, as well as the | |
| not-too-fancy plot, which even featured at least one episode that, in my | |
| opinion, fully deserved the proud title of a stretching point. Thus, it | |
| probably wouldn't be worth reviewing at all if there wasn't a small | |
| catch: somehow, it managed to become my favourite game in this year's | |
| Comp. ;) | |
| There were several reasons for that. First of all, it was the game | |
| world, and the atmosphere. The main character, a "notorious slacker and | |
| beer drinker extraordinaire", wakes up one morning and sees his familiar | |
| world has changed in a funny way, becoming a rather wild mixture of real | |
| life and fantasy, larded with a good portion of humour. Of course, maybe | |
| it's not to everybody's taste, but I think you'll agree it'd be strange | |
| if a person so fond of Robert Asprin's works and the Unnkulian games | |
| (for those who didn't get it -- I mean myself ;) didn't appreciate such | |
| a cocktail. | |
| Then, there were the puzzles; while making them pretty arbitrary (the | |
| treasure hunt genre is as effective in creating an excuse for | |
| insufficient logical connection between puzzles as the reality show | |
| genre), the author managed to find a theme uniting them -- namely, the | |
| usage of origami paper folding for solving them. Not only is this | |
| approach original (the only game that comes to my mind in connection | |
| with origami is Trinity by Infocom, but comparing origami-related | |
| puzzles of both games really would be like comparing horses to cows), | |
| it's also well-implemented, and provides for multiple solutions at some | |
| points. And finally, there were a lot of details revealing how much fun | |
| the author had had working on his game -- a number of Easter eggs, a | |
| "secret" ending, some unusual and thus unexpected interaction with | |
| NPCs... I think these merits weigh out the not-very-original gameplay | |
| and plot, as well as the somewhat Comp-inappropriate size of the game. | |
| Again, this opinion is entirely founded on personal, and thus | |
| subjective, preferences. I'm aware there are a number of people thinking | |
| differently; judging by the rank A Paper Moon ranked in the Comp, they | |
| even form the majority. Fortunately (at least, for me), it's me who's | |
| writing this review, not them. ;) | |
| SNATS: | |
| Well, as I tried rating A Paper Moon categories individually, I was | |
| astonished to find the total score turned out to be somewhat lower than | |
| I believed this game deserved. Thus, I gave up rating it at all. ;) | |
| -=-=- | |
| Now, its probably time to return to the problem that has been raised at | |
| the beginning of this review package -- namely, the question of how | |
| reality show concepts may affect IF games. Of the reviewed games, A | |
| Paper Moon makes practically no use of the possibilities provided by | |
| this genre. For The Erudition Chamber, being a reality show also seems | |
| to play a minor role; I think the idea behind this game could be | |
| realized as effectively with help of other techniques. However, the | |
| approach used by The Recruit really looks promising, and the fact its | |
| potential hasn't been fully exploited because of too easy puzzles | |
| doesn't change anything about that. As a suggestion -- maybe a more | |
| extensive interaction of the player with the party watching him also | |
| could open new possibilities... Still, I won't give any forecasts, | |
| because the only thing I can be sure of is this: if interactive fiction | |
| was predictable, it wouldn't be half as fun. ;) | |
| 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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