| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames | |
| _ ___. | |
| / \ / _| | |
| | | \ \ | |
| | o | .\ \ | |
| |_|_|nniversary |___/pectacular! | |
| ISSUE #37 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| July 10, 2004 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #37 is copyright (c) 2004 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 ---------------------------------------------------- | |
| Whizzard: Ten Years After | |
| The SPAG Interview with Magnus Olsson | |
| Duncan Stevens on Ten Years Of IF | |
| UNLOCK DOOR WITH KEY by Brad O'Donnell | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Black Sheep's Gold | |
| City Of Secrets | |
| Dr. Dumont's Wild P.A.R.T.I. | |
| The House | |
| Inevitable | |
| Shadowgate | |
| Solitary | |
| EDITORIAL------------------------------------------------------------------ | |
| On May 15th, 1994, Gerry Kevin "Whizzard" Wilson released the first | |
| issue of SPAG, which at that point stood for "Society for the | |
| Preservation of Adventure Games." In its editorial, Whizzard announced | |
| that "the purpose of SPAG is the advancement of the modern text | |
| adventure." Since that time, SPAG has published 36 more issues, more | |
| than half a million words devoted to discussing interactive fiction. | |
| SPAG's writers have reviewed hundreds of IF games, from tiny jokes like | |
| Richard Basehart Adventure to epics such as Worlds Apart and First | |
| Things First. Over one hundred reviewers have contributed, and we still | |
| continue to welcome new ones -- this issue sees the debut of Mary Kate | |
| Alexander, who turns in a review of Kathleen Fischer's "Inevitable." An | |
| early message from Whizzard celebrated Magnus Olsson's creation of a | |
| SPAG mailing list by noting, "no longer will I have to suffer through | |
| typing 30 names into my e-mail program." Today, the SPAG subscriber list | |
| contains more than 500 people. | |
| That's the good news. Here's the even better news: SPAG is far from the | |
| only IF success story of the last ten years. 2004 also marks the 10th | |
| anniversary of the IF Competition (also begun by Whizzard), which has | |
| given rise over the years to some of the medium's most important works. | |
| We've seen the first book-length academic treatise devoted exclusively | |
| to text adventures, Nick Montfort's TWISTY LITTLE PASSAGES. IF | |
| development tools such as Inform, TADS, and Hugo have enabled amateur | |
| implementors to create new works that far outstrip even the Infocom | |
| classics, and those works have been released completely free of charge. | |
| There's enough great, free interactive fiction out there to keep avid | |
| players busy for years, and thanks to the maintainers of the IF Archive, | |
| all that work is available in a central location. We even changed the | |
| "P" in SPAG from "preservation" to "promotion" as it became increasingly | |
| clear that text adventures are by no means an endangered species. | |
| It's been an amazing decade for IF, and new wonders continue to unfold. | |
| So this issue of SPAG is both a look back and a look forward, but more | |
| than either of those, it's a sincere expression of gratitude. This zine | |
| has always been a community effort, and it will always be one. Whatever | |
| success we've had has been due to the many people who give generously of | |
| their time and abilities to review IF games, write articles, and read | |
| the work of others. In this issue, I've invited contributions from three | |
| particularly important participants in that process. Duncan Stevens, a | |
| stellar IF critic and by far the most prolific contributor to SPAG, | |
| offers a look back at the last ten years of IF. Magnus Olsson, my | |
| editorial predecessor, answers our questions in the SPAG Interview. And | |
| of course, we couldn't have an anniversary issue without a few words | |
| from our founder, Gerry Kevin Wilson. | |
| My heartfelt thanks to everyone who's made it such a great ten years for | |
| SPAG and for IF in general. Here's to the continued advancement of the | |
| modern text adventure. | |
| NEWS ---------------------------------------------------------------------- | |
| NEW GAMES | |
| It's always so heartening to have a nice long list for this section, and | |
| this one has the requisite ingredients of exciting, novel, and just | |
| plain weird. The crop includes a hilarious parody of the IF community by | |
| Stephen Bond, several debuts by new authors, one of the most outlandish | |
| virtual machine abuses ever, and long-awaited new games by veteran | |
| authors Mike Roberts and Robb Sherwin. | |
| * IF Quake adapted by Jason Bergman | |
| * George Bush And The PDB by Curt Siffert | |
| * The Cabal by Stephen Bond | |
| * Solitary by Kahlan | |
| * The Quest for Waitomo Cave by Paul Panks | |
| * Curse of the Dragon Shrine by Mystery | |
| * I'm Gonna Take You To The Video Bar!: A TADS abuse by James Mitchelhill | |
| * Return To Ditch Day by Mike Roberts | |
| * 2004 IF Art Show by various authors | |
| * Necrotic Drift by Robb Sherwin | |
| SYNTAX ERA | |
| As we celebrate ten years of SPAG, let us stop to pay our respects to | |
| the end of an even longer-lived zine. SynTax magazine was a UK-based | |
| venture run by Sue Medley and devoted to adventure games, including text | |
| adventures. It started in July 1989 and ended with issue 90 (!) in | |
| May. Sue has temporarily removed her back issue archive, but plans to | |
| bring it back soon. Meanwhile, you can see the proud remains at | |
| http://www.syntax2000.co.uk/hello.html. | |
| THE INSIDE SCOOP | |
| Speaking of IF zines, Ken Franklin has been publishing InsideADRIFT as a | |
| monthly magazine since 2002, producing content-filled issues more or | |
| less monthly. He's recently converted its site to a web forum format -- | |
| check it out at http://www.kfadrift.org.uk/~insideadrift/. Hey, issue 16 | |
| even has an interview with me! Now *that's* quality! | |
| BASH AND SNAP | |
| I've recently been made aware of a couple of new web-based IF | |
| development systems. The first is QuestBasher, at | |
| http://www.hsmx.com/cyoa. Through basic text entry boxes and JavaScript | |
| buttons, this system allows you to create a rudimentary text adventure | |
| which you can then advertise and share with all your rudimentary-text- | |
| adventure-loving friends. If the QuestBasher system is still too | |
| complicated for you, no problem! Peek over at | |
| http://www.drizzle.com/~dans/if/snap to see Dan Shiovitz's latest | |
| creation, Snap! Snap programs can be incredibly small -- in fact its | |
| "Cloak Of Darkness" source code is one byte long. No wonder that ever | |
| since Dan announced the system in very early April, it's been the IF | |
| language everyone is talking about! | |
| THE TIMELESS ART OF INTERACTION | |
| Previous incarnations of Marnie Parker's IF Art Show have brought us | |
| games like Galatea and A Stop For The Night. The Show is back for 2004, | |
| and here are the results: | |
| Landscape Category | |
| The Fire Tower - Jacqueline A. Lott - Best of Show | |
| Swanglass - Yoon Ha Lee - Best of Landscape | |
| Last Ride of the Night - Mordechai Shinefield | |
| Still Life Category | |
| Flametop - Dave Malaguti - Best of Still Life | |
| Event Category | |
| The Battle of Walcot Keep - Steve Breslin with Eric Eve and | |
| Lindsey Hair; illustrated by Michael Bechard - Honorable Mention | |
| Visit http://members.aol.com/iffyart/ to download the games and to read | |
| reviews by judges J.D. Berry, Jon Ingold, Mike Roberts, Emily Short, | |
| Adam Thornton, and Chrysoula Tzavelas | |
| WITH GREAT ZINE COMES GREAT RESPONSIBILITY | |
| As I mentioned above, whatever success SPAG has enjoyed is due solely to | |
| the efforts of those who donate their time and energy to contributing | |
| reviews. For this zine to make it another ten years, or even another | |
| three months, I'm depending on those contributions to continue. If you'd | |
| like a little inspiration for choosing review fodder, I offer the | |
| following list: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Curse of the Dragon Shrine | |
| 2. Dead Reckoning | |
| 3. 1893: A World's Fair Mystery | |
| 4. Heist | |
| 5. IF Art Show 2004 games (any, some, or all!) | |
| 6. Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus | |
| 7. Narcolepsy | |
| 8. Necrotic Drift | |
| 9. Return To Ditch Day | |
| 10. Unease | |
| ANNIVERSARY ARTICLES------------------------------------------------------- | |
| And now, a few words from our founder... | |
| From: Gerry Kevin "Whizzard" Wilson <gkw SP@G pobox.com> | |
| Wow, it�s been ten years already? I barely even noticed. It fills me | |
| with a sense of pride to know that SPAG and the IF-Comp are still going | |
| strong, and to know that I had a hand in creating them, even if my | |
| grades in college were the worse for it. I apologize that I haven�t been | |
| a part of the IF community for some time other than on the ifMUD, but I | |
| plead real life. Here I�ll insert a disclaimer...anyone not interested | |
| in what I�ve been up to for the last decade might as well skip down past | |
| this bit, since that�s what I�m about to talk about. | |
| Okay, for the folks still reading (both of you), after college I bummed | |
| around awhile and finished up Avalon (er, I mean Once and Future) and | |
| then got busy looking for work. Eventually, I came to rest at Alderac | |
| Entertainment Group, makers of fine roleplaying games and collectible | |
| card games. There I stayed for several years before moving on. I spent a | |
| year coding oil truck simulation programs (the company�s client was | |
| Halliburton, amusingly). I�ve since moved on to Fantasy Flight Games, | |
| where I�m the company�s board game developer, of all things. It�s been a | |
| weird trip. I never would�ve predicted that I�d be designing board games | |
| for a living. But then, I never thought the IF-Comp would do so well, | |
| either. Shows what I know. | |
| All told, I�ve worked on roleplaying games (7th Sea and Spycraft), card | |
| games (7th Sea CCG and the upcoming Call of Cthulhu CCG), board games | |
| (Arena Maximus and Warcraft: the Board Game, to name a couple), and just | |
| generally passed the years in a haze of activity. Currently I�ve begun | |
| work on a fantasy novel that I hope to get published in a year or two | |
| and I�m designing Doom: the Board Game (ah, sweet, sweet irony). After | |
| that, who knows? Maybe in another 10 years I�ll be selling hula hoops | |
| and marbles, or maybe I�ll be designing video games in a weird sort of | |
| full circle. One thing is certain. I don�t think that I ever would�ve | |
| become a game designer if it weren�t for IF. Starting those projects | |
| back in college and carrying Avalon through to the bitter end gave me a | |
| terrific sense of confidence that I lacked back then. Once I saw that I | |
| could make good things if I put my mind to it, I just went out and did | |
| it. I may not be rich now, but I love what I do, even on the bad days. | |
| Yessir, I�d say that IF has been really good to me. | |
| But enough about me. Here�s to Paul and Magnus and everyone else who�s | |
| helped to carry the torch! Here�s to SPAG, and here�s to another 10 | |
| years! And here�s to everyone who�s helped to keep text adventures | |
| alive. Thank you all. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The SPAG Interview with Magnus Olsson | |
| Magnus Olsson was a prominent SPAG reviewer, then took over from | |
| Whizzard as editor with issue #11, and steered the ship for two years. | |
| He continues to administer the SPAG mailing list; if you're a | |
| subscriber, he probably sent you the message you're reading right now. | |
| In addition to helping out with SPAG, he's been a member of the IF | |
| community for more than 10 years, and has authored many games, including | |
| Uncle Zebulon's Will, winner of the TADS division in the first comp. For | |
| this anniversary issue, he was kind enough to answer some questions for | |
| us. | |
| SPAG: The usual opening question may sound a little odd to you, since | |
| I believe you actually wrote it, but I'll ask it anyway: Could you | |
| tell us a little about yourself? Who are you, what do you do for a | |
| living, and so forth? | |
| MO: I'm Swedish, in my late thirties, and live in a medium-sized Swedish | |
| city. I used to be a theoretical physicist but found the grass greener | |
| in the software industry. My interests range from linguistics to | |
| aviation; I'm a bit of an SF fan, do some role-playing of the table-top | |
| variety, that kind of stuff. | |
| SPAG: What first sparked your interest in interactive fiction? | |
| MO: Back when I was in high school, text adventures were pretty much the | |
| dog's breakfast (it's hard to believe nowadays, but text-only | |
| dialog-based interfaces were the state of the art); the big computer | |
| magazines ran reviews of the great new games like _The Hobbit_ and | |
| _HHGTTG_. So I suppose it would've been pretty hard not get interested | |
| in IF. | |
| SPAG: You've been around the IF community for a long time -- what has | |
| kept you involved? | |
| MO: Actually, I'm not very involved nowadays -- for the last few years, | |
| I've been pretty much watching from the sidelines. | |
| What kept me involved for so long was the wonderful community spirit on | |
| the IF newsgroups -- it's not too much of an exaggeration to say that | |
| r.a.i-f *was* the community, and the community was r.a.i-f. Alas, that | |
| has changed. | |
| SPAG: Tell me about your tenure as SPAG editor. How did you acquire | |
| the job, and what are your memories of it? | |
| MO: I was a regular contributor when Whizzard was the editor, and I | |
| helped with various practical things, so when Whizzard wanted to pass | |
| the torch I was one of the first people he asked. | |
| I'm afraid that I don't have very many memories of my "tenure" - it was | |
| all rather uneventful; there were never any tough editorial decisions to | |
| make or anything like that. It's had two lasting effects: on the | |
| positive side, I've learned to see things from an editor's perspective, | |
| which is very good for an author. On the negative side, I've been unable | |
| to write reviews since I took over SPAG. I've tried, but I never get | |
| more than a paragraph or two into the review before giving up. Of | |
| course, this may also be because people like Emily Short have raised the | |
| level of IF criticism to heights that were all but unimaginable when | |
| SPAG started. | |
| SPAG: What made you decide to pass the reins? | |
| MO: Lack of time, lack of inspiration. It had become a routine chore to | |
| be done, which is not a good thing for a 'zine like SPAG. | |
| SPAG: In the geeky spirit of the novel and film HIGH FIDELITY, tell | |
| us your top five favorite interactive fiction moments. These could | |
| moments from a game, things that happened on the newsgroups or ifMUD, | |
| or anything else that seems IFnal to you. | |
| MO: In chronological order: | |
| * Playing _HHGTTG_ and realizing that I wasn't just playing a game, I | |
| was actually playing a character in a book and experiencing the story | |
| from the inside, as it were. | |
| * Discovering the IF newsgroups. 'Nuff said, I think. | |
| * The release of _John's Fire Witch_ -- for the first time, I was | |
| playing a brand-new, amateur-written IF game that was as good as the old | |
| classics. To me, this marks the starting point of the IF renaissance. | |
| * Beta testing _So Far_. This is perhaps the piece of IF that's made the | |
| deepest impression on me, and being a beta tester gave me the | |
| opportunity to discuss it in detail with the author, and actually to | |
| influence it in some small ways. | |
| * And, finally, a more recent event: the 2003 XYZZY awards ceremony. For | |
| various reasons, I hardly visit the ifMUD, but it was very nice to see | |
| that the friendly community spirit lives on there, | |
| SPAG: What frontiers do you think still remain to be explored in IF? | |
| Is there anything you really hope to see done, say in the next ten | |
| years? | |
| MO: There's one problem area with traditional IF that sticks out like a | |
| sore thumb, and that's NPC interaction. We've all played games that | |
| seemed just perfect until we encounter an NPC that's about as responsive | |
| as a refrigerator -- and bang goes mimesis. | |
| Mind you, this doesn't necessarily mean more intelligent NPCs in the AI | |
| sense -- in the foreseeable future, AI will probably only give us NPCs | |
| that act as more intelligent robots, rather than human beings. It could | |
| very well be scripted conversation, only deeper and better integrated | |
| than today. And I don't think any technical breakthroughs are necessary, | |
| though of course they'll help. | |
| We've seen a few steps in this direction, such as _Galatea_. I'd like to | |
| see a more "traditional", story-based game with that kind of NPCs. | |
| SPAG: I see from your web page that you're a fan of webcomics. As a | |
| comic aficionado myself, I wonder if you have any thoughts about what | |
| IF and comics have in common? | |
| MO: Artistically, I don't think they really have very much to do with | |
| each other at all, except that both media are used to tell stories. | |
| Comics are static, non-interactive, primarily graphic; while IF is | |
| dynamic, interactive, and -- by the usual definition -- text-oriented. | |
| But there's a similarity in that both comics and IF seem to have found | |
| an "alternative", non-commercial outlet on the Net. In the case of IF, | |
| it's almost impossible to get published commercially; in the case of | |
| comics, it's just very difficult. In both cases, distribution for free | |
| over the Net seems to work really well -- which is not the case at all | |
| for related art forms such as static fiction (with the exception of | |
| fanfic, which again is impossible to publish commercially). | |
| SPAG: About the games you've written in the past: how do you view | |
| them now? Any memories that stand out as particularly special about | |
| them? | |
| MO: | |
| _Atomia Akorny_: Primitive to the point of unplayable by today's | |
| standard (by *any* standard, actually), but great fun to write, and | |
| quite a challenge to fit an entire text adventure into 10 KB. | |
| _Dunjin_: Very old school, of course. I wasn't trying to tell a story | |
| until quite late in the development process (when a tester told me that | |
| it needed a plot), but it was an exercise in world-building and, in a | |
| sense, game-mastering; trying to manipulate the player, making him | |
| experience certain things, see things in a certain light. And that is of | |
| course at the core of story-telling as well. It's all very | |
| college-boyish, of course, which is no wonder since I was an undergrad | |
| when I started it. I remember that the parser was a real bitch to write, | |
| since I knew nothing about parser construction at the time. And the | |
| paranoid satisfaction of protecting my precious secrets with clever | |
| encryption algorithms... | |
| _Uncle Zebulon's Will_: It started with the idea of exploring a wizard's | |
| house, and with the blue and green bottles. The rest grew from there. | |
| Until quite late in the process, it was called _Uncle Phil's Will_, by | |
| the way -- which doesn't have quite the same ring to it, does it? | |
| When the other Competition entries had been released, I looked in awe at | |
| all the features they had which _Zebulon_ hadn't, and I didn't think it | |
| would stand a chance of winning -- which shows how difficult it is to | |
| assess your own works. Today, of course, the Competition entries are far | |
| more sophisticated; _Zebulon_ is a trifle compared to, say, _Slouching | |
| Towards Bedlam_. | |
| _Aayela_: Most reviewers see it as an experiment with darkness, but it | |
| was intended rather as a mood piece: the darkness isn't there as an | |
| obstacle to the player but to set a certain atmosphere. It was inspired | |
| by a dream which in turn was inspired by Ursula LeGuin's _Tombs of | |
| Atuan_. | |
| _Zugzwang_: A joke, of course: a demo for something that would be | |
| impossible to write. But ever since I learned to play chess as a kid, | |
| I've wanted to use the point-of-view of a chess piece. | |
| SPAG: Are you working on anything IF-related at the moment? | |
| MO: Yes, for some definition of "working", but it's very much on the | |
| back burner. Don't hold your breath. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Duncan Stevens has authored more SPAG reviews than any other single | |
| reviewer, and they have all been of a remarkably high standard -- | |
| cogent, incisive, and well-written. Real life has diverted his attention | |
| for the past few years, but for the anniversary issue he's done us the | |
| favor of applying his knowledge and intelligence to an examination of | |
| what's happened during the last ten years of IF development. | |
| From: Duncan Stevens <dns361 SP@G cox.net> | |
| So SPAG's been around for ten years now, and what's happened in the IF | |
| world in the ten years of SPAG's existence? Oh, not much. Consider: | |
| 1) THE RISE OF FREEWARE IF. Ten years ago, much of what was produced in | |
| the IF community was some variety of commercial effort -- often | |
| shareware or crippleware. Legend was on its last legs (Gateway 2: | |
| Homeworld was released in 1993), the Adventions games saw their last | |
| commercial installment with 1993's Unnkulia Zero, and amateur efforts | |
| like MacWesleyan (1995), Save Princeton (1994), Perdition's Flames | |
| (1993), and Enhanced (1994), were all shareware. Much of what was made | |
| available for free was the leavings of the annual Softworks AGT | |
| competition, about which, honorable exceptions like Cosmoserve (1992) | |
| and Shades of Gray (1994) aside, the less said the better. The 1993 | |
| freeware release of Curses heralded a trend of high-quality freeware | |
| games (The Legend Lives! in 1994, Christminster and Jigsaw in 1995, | |
| etc.) that left shareware largely a memory in a few years. | |
| You can argue, of course, that the move away from commercial IF has been | |
| less than salutary for authors, who have lost a chance at even the | |
| meager compensation available from shareware registrations -- but the | |
| freeware revolution has likely broadened the IF audience (in that new | |
| players are arguably more willing to try a free game with no pressure to | |
| register) and diversified the IF available (since the decline of | |
| commercial avenues for IF left fewer constraints on authors' | |
| creativity). | |
| 2) BREVITY, THE SOUL OF IF. Relatively short IF games were all but | |
| unknown ten years ago; Unnkulia One-Half was written in 1993 as a teaser | |
| for Unnkulia Zero, and medium-length fare like Busted! was rare (and | |
| only half-serious.) The advent of the annual competition in 1995, with | |
| its "One Rule" that entries must be finishable in under two hours, | |
| heralded a movement toward shorter games, and popular games like John's | |
| Fire Witch (1995) both followed and pushed the trend -- fast enough that | |
| longer IF is now largely unknown, with maybe a release or two each year. | |
| (Three of the past four Best Game winners have been competition | |
| entries.) | |
| As above, this is both good and bad. New writers can break into the | |
| IF-writing biz more easily if the median length of an IF release is | |
| relatively compact; if all new games were expected to be Curses-length, | |
| there would likely be many fewer IF authors. At the same time, however, | |
| the trend toward shorter games has lessened players' patience for highly | |
| difficult, epic-length IF on the scale of Jigsaw; it's hard to | |
| reaccustom oneself to devoting months to a single game when the more | |
| common IF experience takes only an evening (and when there are hundreds | |
| more worthy efforts in the archive). The diminished appetite for long | |
| games has in turn made authors reluctant to devote the considerable | |
| energies required, and the spiral proceeds from there. How significant a | |
| loss this is for the IF world is a matter of taste and opinion, of | |
| course, but it's certainly a striking trend. | |
| A somewhat unfortunate example of this was G. Kevin Wilson's Once and | |
| Future, a sprawling Arthurian epic written over the course of five years | |
| and released commercially in 1998. While reviews were generally | |
| positive, interest (at least, as measured by sales) was tepid -- in | |
| part, it seemed, because epic-length IF had fallen out of style to some | |
| extent over the course of the game's creation, and the ample supply of | |
| short, high-quality freeware games narrowed the game's appeal somewhat. | |
| 3) THE NARRATIVE CATCHES UP WITH THE CROSSWORD. Through most of its | |
| history, IF has consisted largely of puzzles wrapped in an ostensible | |
| plot premise -- sometimes with obvious set-piece puzzles (see Zork | |
| Zero), and usually with the seams only slightly better hidden. | |
| Aberrations like Trinity and A Mind Forever Voyaging aside, most IF had | |
| so little plot that it was all but inevitable that puzzles would | |
| predominate and largely displace what passed for a story. Many of the | |
| games produced in the freeware IF revolution featured stronger stories, | |
| however (perhaps because, in shorter IF, it's easier to sustain a | |
| narrative arc), spawning a trend toward smoother integration of plot and | |
| puzzle (in other words, fewer locked doors that have to be unlocked | |
| because no IF player can leave a door unlocked in good conscience, etc., | |
| and more puzzles that the PC might actually want to solve). Notable | |
| harbingers of this trend were Christminster (1995), The One That Got | |
| Away (1995), Delusions (1996), and Kissing the Buddha's Feet (1996); by | |
| the 1997 competition, the plots of the top-ranked games (The Edifice, | |
| Babel, and Glowgrass) had become highly focused, and the puzzles to be | |
| solved would have made little to no sense in any other context. | |
| Increasingly, a plot that both makes sense and drives the bulk of a | |
| game's action has become an expected IF feature, and well-regarded games | |
| integrate their plot and puzzles seamlessly. (Try to imagine the puzzles | |
| in the last three competition winners -- Slouching Toward Bedlam; | |
| Another Earth, Another Sky; and All Roads -- transposed into any other | |
| game.) | |
| This is a welcome development in a lot of respects, but in one in | |
| particular: it suggests that the IF medium can be valuable for | |
| expressing ideas and telling a story in new ways, not simply for the | |
| crafting of puzzles (which was, largely, its original purpose). Some | |
| have argued that the ability to not only put the player in the shoes of | |
| the protagonist (as static fiction does with first-person narration) but | |
| actually direct the protagonist's actions heightens a sense of | |
| complicity in the plot as it unfolds and offer an opportunity to make a | |
| statement that simply could not be made as effectively in static | |
| fiction. Similarly, the experience of interacting with characters and | |
| experiencing a setting gives IF a potential emotional impact not | |
| available in static fiction -- and the best writers have found ways to | |
| make such an impact, notably Adam Cadre in Photopia (1998) and Andrew | |
| Plotkin in Shade (2000). | |
| Much ink has been spilled on the subject of the decline of puzzlefests, | |
| of course, a large portion of it by yours truly, but the nature of the | |
| shift has sometimes been oversimplified. Even now, relatively few IF | |
| games eschew puzzles altogether (and even those that do must contend | |
| with players' puzzle-solving expectations; thus, the branching plots of | |
| Galatea (2000) were taken by many as an invitation to find each and | |
| every narrative possibility), and even now there are well-regarded games | |
| that could reasonably be viewed as puzzles with some ostensible story | |
| (Lock and Key). The few genuinely puzzleless games that have been | |
| produced (many in the annual Art Show, a few -- Exhibition (1999), Best | |
| of Three (2001) -- in the competition) have garnered respect but have | |
| hardly set off a stampede. More common are games that use a few puzzles | |
| for pacing (Photopia, All Roads, My Angel), but focus their efforts on | |
| plot and character development rather than complex puzzles. | |
| It's hard to argue, moreover, that puzzle development is a lost art, as | |
| the last few years of IF development have seen some of the best puzzles | |
| ever devised. The language puzzle in The Edifice (1997), the entirety of | |
| Rematch (2000), and a certain puzzle in Spider and Web (1998) all | |
| require persistence, ingenuity, and a bit of lateral thinking. Nor are | |
| full-blown puzzlefests entirely things of the past: recent years have | |
| given us the gargantuan Mulldoon Legacy (1999), Not Just an Ordinary | |
| Ballerina (1999), and First Things First (2002), each crammed with | |
| creative puzzles. The demise of the puzzle, in short, has been greatly | |
| exaggerated. | |
| 4) NPC INTERACTION: MORE, BETTER. Part of the rise in the storytelling | |
| element of IF has been increased attention to NPC development: while | |
| many NPCs in the early days of IF simply served as puzzle props | |
| (recognize what the NPC wants, give it to him/her, obtain | |
| knowledge/object to solve another puzzle -- or disable/distract NPC | |
| guarding exit/treasure), the latter-day IF revolution has increasingly | |
| offered more complex characters with whom the PC can interact more | |
| extensively. Some of this arises simply from authors giving NPCs more | |
| personality -- both Small World and Kissing the Buddha's Feet in the | |
| 1996 competition gave key NPCs a wide variety of one-liners and amusing | |
| reactions to the game's events, making them feel like well-developed | |
| characters even though the PC didn't need to interact much with them. | |
| But the complexity of NPC interactions, in the form of more elaborate | |
| conversation systems, has also played a key role. | |
| At the forefront of this particular development is Emily Short, whose | |
| Galatea (2000) consisted almost entirely of interactions with a single | |
| exhaustively realized NPC, interactions that, both through an ASK/TELL | |
| conversation system and a variety of other means, helped develop a | |
| highly complex NPC personality; different questions or approaches would | |
| elicit different reactions depending on the conversational context and | |
| send the relationship between the PC and NPC down a variety of different | |
| paths. Subsequent Short efforts, including 2001's Pytho's Mask and Best | |
| of Three and 2003's City of Secrets, featured a novel conversation | |
| system that blend the freedom of an ASK/TELL interface with the specific | |
| phrasings (and associated tone choices) of menu-based systems, allowing | |
| for considerably more complex interactions -- and more complex | |
| characters, like Grant from Best of Three and Evaine from City of | |
| Secrets, have emerged as a result. Other notable NPC-centric games were | |
| Adam Cadre's Varicella (1999), many of whose NPCs were vividly rendered | |
| loathsome characters, and Stephen Granade's Common Ground (1999), a | |
| shifting-perspective look at complex family relationships. Both the | |
| tools and the precedents are there for multilayered NPCs, in short, | |
| characters that drive the story rather than merely being cogs in the | |
| wheel. | |
| 5) EXPERIMENTATION. As noted, commercial IF is largely gone and is | |
| unlikely to make a comeback any time soon -- but with the decline of | |
| commercial IF has come a great deal of narrative experimentation with | |
| the IF medium, some of which, of course, has worked better than others, | |
| but most of it has offered something worthwhile. | |
| Those experiments have taken a variety of forms, many of which cannot be | |
| revealed here without spoilers -- authors began testing the waters with | |
| puzzleless and puzzle-light IF in 1996 and 1997 (In the End, Tapestry, | |
| Space Under the Window), and have moved on to more radical experiments. | |
| Some of the experiments have included novel PC points of view, from dogs | |
| (Ralph, 1996) to cats (Day for Soft Food, 1999) to teddy bears (Bear's | |
| Night Out, 1997) to robots (Bad Machine, 1998) to genies (Djinni | |
| Chronicles, 2000), and others have taken the form of PCs that prove | |
| unreliable in a variety of ways. An even more striking experiment was | |
| The Gostak (2001), written in a language whose syntax was akin to | |
| English but whose vocabulary was entirely unfamiliar, and the challenge | |
| was to decipher it sufficiently and interact sensibly enough to solve | |
| some simple puzzles. Other notable experiments have included Aisle | |
| (1999) and Rematch, both of which offer just one turn (repeated over and | |
| over) but manage to provide surprisingly varied and deep exploration of | |
| the game's world, and Heroes (2001), where the player has a task to | |
| achieve and can assume any of five separate roles to achieve it. There | |
| have also been attempts at literary adaptation (The Tempest, 1997, and | |
| Nevermore, 2000); surreal/symbolic settings (So Far, 1996, and For a | |
| Change, 1999), IF games in reverse (Zero Sum Game, 1997, and Janitor, | |
| 2002), and games where most or all of the challenge is to figure out | |
| what is going on (Shade, 2000, and All Roads, 2001). These and other | |
| successful experiments have helped pushed the boundaries of what IF | |
| authors can do with the craft. | |
| The common thread here is that many, if not all, of these experiments | |
| would have been hard to market (at least, the history of commercial IF | |
| includes little boundary-pushing as ambitious as the above efforts, | |
| which says something); it's reasonable to conclude that the freeware | |
| revolution gave rise to an environment that made innovation of this sort | |
| possible. It's undeniable, however, that things have been done with IF | |
| tools in the past ten years that have expanded the frontiers of the | |
| possible -- at least, in this setting. (No, not Z-abuses.) | |
| 6) MULTIMEDIA FOR THE COMMON MAN. While most IF is still text-only, | |
| development tools facilitating the use of multimedia have, if not | |
| flourished, at least achieved a modicum of popularity in recent years, | |
| notably HTML-TADS, Glulx, and Hugo, such that basic graphics and sound | |
| files are now relatively commonplace. Particularly notable in this | |
| regard were Carma (2002), which had fairly polished animations and | |
| well-produced music, and Kaged (2000), which had photographs and a | |
| nicely mood-enhancing soundtrack. | |
| It's not clear whether this represents a significant advance in relative | |
| terms -- the progress of multimedia IF has been slow enough, and the | |
| enhancement of multimedia in commercial games fast enough, that | |
| potential players accustomed to highly vivid graphics and professionally | |
| produced sound are likely in for a rude shock. Still, there are viable | |
| multimedia tools available, which is certainly an improvement on 1994. | |
| 7) PARODY/COMMENTARY. I'm not sure how much it says, in these | |
| self-conscious times, that IF has developed the ability to comment on | |
| itself and on its own limitations, but that it has is undeniable. | |
| Arguably the first example was Undo (1995), a peculiar little effort | |
| with no puzzles in the traditional sense, one problem that is solved | |
| with linguistic trickery, a possible score of 86 points but no actual | |
| opportunity to score said points, and a variety of bizarre red herrings. | |
| Zero Sum Game, where the goal was to undo the entirety of a | |
| hack-and-slash fantasy quest and thereby bring the score down to 0 (and | |
| the protagonist caused considerably more mayhem in trying to set things | |
| right than he/she had caused during the "original" game, was another | |
| game that explicitly poked fun at IF conventions, and the list has grown | |
| from there: 9:05 (1999), Shrapnel (1999), Being Andrew Plotkin (2000), | |
| LASH (2000), Guess the Verb! (2000), Voices (2001), and Janitor have all | |
| employed self-reference in one way or another to amuse or inform. All | |
| this suggests that, if nothing else, the medium is stable and defined | |
| enough that critique and mockery makes some level of sense, which is | |
| progress of a sort. | |
| 8) GENRE WITH THE WIND. Finally, one of the more encouraging aspects of | |
| latter-day IF development is that most of the better games have | |
| transcended genre limitations in ways that very little old-school | |
| commercial IF managed to do. Whereas much of the most successful IF in | |
| the '80s fell firmly into well-trodden genre categories, much of the | |
| most acclaimed IF of the last ten years has avoided such categories. | |
| Consider the competition winners: over the nine years of the | |
| competition, the first-place games have included an elliptical little | |
| nightmare about being stuck in the rain, an allegory of sorts for | |
| evolution and civilization, a fragmented tale of untimely death that | |
| defies categorization, an medieval-Venice metaphysical-fantasy story | |
| involving political scheming and a narrator who moves into and out of | |
| various bodies, and a steampunk story set in an insane asylum with a | |
| dash of unreliable narrator. Other notables of the past few years | |
| include: an 18th-century France drama with incursions of fantasy-style | |
| magic; a palace-intrigue game in an anachronism-heavy alternate-history | |
| 19th century Italy where none of the contenders for the throne, | |
| including the PC, are even vaguely sympathetic; a | |
| delve-into-your-own-head saga arising from the PC's attempts to quit | |
| smoking; a parody of an offbeat indie movie, shot through with IF | |
| reference; and a neo-Platonist story freighted with symbolism and object | |
| transformation. By this point, well-regarded IF games that fall within | |
| genre boundaries at all are more the exception than the rule: Anchorhead | |
| (1998), Spider and Web (1998), and Worlds Apart (1999) could fairly be | |
| called Lovecraftian horror, espionage, and sci-fi games without | |
| stretching the definitions too much, but not many other top-flight IF | |
| games of the last several years could be so classified. | |
| That latter-day IF increasingly ignores genre boundaries is noteworthy | |
| in a few respects. First, it tends to elevate the significance of story | |
| over puzzles, a dynamic discussed above; if the setting and plot are | |
| generic fantasy or sci-fi, the game often becomes an excuse for | |
| set-piece puzzles (since the appeal of the game tends to lie more in the | |
| puzzles grafted into the setting than in a tired plot). If the concepts | |
| and settings are fresh, however, the author is less tempted to play them | |
| down, or ignore them for long stretches, in favor of puzzles. To be | |
| sure, genre does not necessarily mean trite -- but without striking | |
| innovations that stamp a game as somehow transcending a category | |
| (notable examples are Enlightenment (1998), which both inhabits and | |
| satirizes fantasy, and LASH, science fiction that encourages the player | |
| to apply the story's themes on multiple levels), it can be difficult to | |
| make genre fiction feel fresh. (The increasing complaints over the years | |
| about genre IF, particularly fantasy -- without regard for the | |
| cleverness of the puzzles in the genre setting in question -- underscore | |
| the IF audience's increasing dissatisfaction with puzzles as a game's | |
| raison d'�tre.) | |
| Second, the decline of genre IF -- in particular, the decline of fantasy | |
| and sci-fi -- suggests a growing acknowledgment that realistic and | |
| complex characters and compelling human conflicts matter, as those | |
| genres traditionally have been better on outlandish visions of | |
| alternative worlds, or on bizarre occurrences in traditional settings, | |
| than on bringing characters to life. (At the very least, the rise in | |
| "realistic" high-quality IF that eschews both fantastic settings and | |
| strange/mystical events -- Varicella, Common Ground, Exhibition (1999), | |
| Gourmet (2002) -- indicates more interest in bringing to life the | |
| interactions within those settings than in portraying the fantastic and | |
| otherworldly.) There's nothing about those hallmarks of fantasy and | |
| science fiction that precludes character development, of course, but it | |
| says something that authors, more and more, no longer need to rely on | |
| the outlandish and unusual as a hook. Finally, whatever you might think | |
| of IF's aspirations toward serious literature, going beyond genre -- | |
| either by subverting it or disregarding it outright -- certainly | |
| reflects those aspirations. | |
| In short, the past ten years have been quite a time for the development | |
| of IF -- and while the long-sought foothold in the commercial gaming | |
| world, a few heroic attempts to the contrary notwithstanding, has not | |
| yet materialized, that day may yet come. If it does, thanks to the | |
| freeware revolution, the medium will certainly be a good deal more | |
| mature than it was when the market petered out in the early '90s. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| This article isn't part of the anniversary celebration per se, but it | |
| does reference a discussion that's been ongoing during the last several | |
| issues, and besides, it was too interesting to pass up. | |
| From: Bradley O'Donnell <bp_odonnell SP@G hotmail.com> | |
| UNLOCK DOOR WITH KEY | |
| Back in SPAG issue #34, Paul O'Brian's editorial examined a design | |
| tradeoff common in IF. The situation is as follows: | |
| The player is in a room with a locked door. The player also has the key | |
| to the door: | |
| >OPEN DOOR | |
| The door is locked. | |
| >UNLOCK DOOR | |
| What do you want to unlock the door with? | |
| The player winces as precious mimesis breaks; the game _knows_ he has | |
| the right key for the door, so why doesn't it just fill in the details? | |
| It's a good question, and there are many ways of responding to it, each | |
| with their pros and cons. Here are analyses of the three responses I | |
| find the most interesting. | |
| RESPONSE #1: Implement your way out of it. | |
| You can add extra programming to increase what the game "knows" how to | |
| deal with. The door will now check for the key and unlock itself | |
| accordingly. With some extra work and some object-oriented programming, | |
| you can extend this knowledge to every locked door in your game. | |
| The game now conforms with user expectations, at least in this specific | |
| case. But the player's expectations will rise. Imagine the myriad | |
| situations where it might be convenient for the program to anticipate | |
| the player's intent. Now imagine writing all of that anticipatory code. | |
| On the library-writing side, imagine a complete framework that tracks | |
| the dependency trees of actions and sub-actions and game-state | |
| requirements, filling in the blanks everywhere they are "obvious" or | |
| "trivial". It's a beautiful thought, but if you seriously want to go | |
| down that road, I look forward to playing your game sometime after the | |
| creation of bonafide AI, which you will have developed just weeks | |
| earlier. | |
| RESPONSE #2: Design your way out of it. | |
| You can restructure your game so that these situations don't occur. The | |
| rule of thumb for this method is to ensure that any action that isn't | |
| intended as a puzzle takes only one command and requires as little | |
| disambiguation as possible. This solves the problem by saying that | |
| unless choosing a specific key for a given door is meant to provide | |
| problem-solving satisfaction, the entire unlocking process should be | |
| discarded in favour of some other means of blocking entry into an area. | |
| That way the game never asks stupid questions, nor makes the player jump | |
| through too many hoops to do non-puzzle tasks. On the other hand, | |
| sometimes a door and a key just make so much sense that any other option | |
| seems ridiculous in context. | |
| RESPONSE #3: Alter the player's expectations by altering the interface | |
| and/or world model. | |
| Each IF experience makes assumptions about the game's interface and | |
| world model. In the UDWK case, the standard IF behavior causes part of | |
| the problem: the door is not just for travelling from room to room. It | |
| is also a full-fledged object in the game world and (ideally) has to be | |
| treated as though the player might do anything to it, including trying | |
| to take it off its hinges. | |
| But the seasoned IF player knows that 99% of all doors are there to | |
| either indicate or block an exit, and so he leaves them alone unless | |
| otherwise encouraged. The seasoned author, knowing that his doors are | |
| not going to be taxed beyond simple ingress and egress, also leaves them | |
| alone. In this way both parties acknowledge the limited purposes of | |
| doors and doorways in a game. | |
| So when UDWK rears its head, the game is saying, "This door's purpose is | |
| to block your way until you acquire its key. You now have the key, but | |
| the world-model insists that you perform two or three obvious commands | |
| to unblock the door." No wonder the player cries foul -- here is this | |
| door, this glorified piece of scenery, giving him a hard time! | |
| One of my favorite IF games, The Haunted Mission Adventure, has an | |
| interface/world model that potentially sidesteps this problem. In it, | |
| the exits of a room are just that, exits, and they're listed in a little | |
| window for easy reference. They don't react to other verbs. I can | |
| imagine this system extended to include locked doors; simply disallow | |
| passage until the key is acquired, and allow it afterward, printing | |
| appropriate advisory messages as the player passes through. | |
| Haunted Mission has a few other, similar user conveniences. A list of | |
| objects in the area gets its own window, as does your inventory. The | |
| only thing missing is a verb list, and even with one, Haunted Mission | |
| would remain far from perfect. | |
| I suppose this constant listing of things directly in the interface | |
| seems very un-mimetic, very un-Infocom (except for Beyond Zork). But | |
| consider another mimesis-breaker, the menu-based conversation. If you | |
| concede (and many do not) that there is merit in spelling-out the | |
| player's speech options and bypassing the world-model to do so | |
| (traditional ASK/TELL relies on the world-model for conversation | |
| subjects), then perhaps the world-model can be bypassed or altered in | |
| other useful ways. Perhaps exits are a good place to start. I'd love to | |
| see object and verb lists. | |
| To those who immediately oppose such ideas because they break mimesis, I | |
| respond that we actually never obtain mimesis more than a negligible | |
| percentage of the time, using the current model of IF as a continuous | |
| stream of conversation between player and game. I think the UDWK | |
| phenomenon shows that mimesis is rare, fragile and (probably) | |
| technologically distant. | |
| If this is the case, then I think the more interesting question is what | |
| aspects -- if not mimesis -- make IF compelling in the first place, and | |
| how do we emphasize them? | |
| 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. | |
| VERSION: Release 23 | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Authors may not review their own games. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Black Sheep's Gold | |
| AUTHOR: Driftingon | |
| EMAIL: Unknown | |
| DATE: February 2003 | |
| PARSER: ADRIFT | |
| SUPPORTS: ADRIFT interpreters (the ADRIFT runner, MacScare, jAsea) | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.adrift.org.uk/adrift/games/blacksheep.taf | |
| [Obligatory disclaimer: I played this game on the MacScare interpreter, | |
| and it is conceivable that there were some differences between my | |
| experience and what someone would experience using the ADRIFT runner. | |
| From looking at other people's comments on the game, though, I get the | |
| impression that I am not the only one suffering guess-the-verb issues. I | |
| did not encounter anything in the playthrough that seemed like evidence | |
| of a definite flaw in MacScare.] | |
| "Black Sheep's Gold", by Driftingon, starts as a slice of life piece | |
| about an eight-year-old girl who has to clean the attic; soon, however, | |
| she discovers evidence of a treasure hidden by a relative many years | |
| before, and goes off in search of it. | |
| The young narrator is one of the game's strongest points. Aside from | |
| some character-breaking moments towards the end, she remains perky and | |
| distinctive throughout, putting a personal spin on the rather mundane | |
| house in which she lives. She's obviously a bit precocious, but there's | |
| nothing wrong with that. | |
| The game's prose is also quite decent -- I didn't find many problems or | |
| errors -- and the implementation (except for some parsing issues) seemed | |
| fairly strong and consistent throughout. | |
| The NPCs in the game were varied; most only have one or two (not very | |
| interesting) lines to say, but a few are more interestingly fleshed out, | |
| including amusing in-joke cameos: ADRIFT's creator Campbell Wild appears | |
| as the rather odd owner of an aquatic pet shop, and at least one other | |
| name was familiar to me from the ADRIFT forum. | |
| Other aspects of "Black Sheep's Gold" don't work quite as well. For one | |
| thing, I found myself faced with a number of guess-the-verb moments, and | |
| at a couple of key points could only get through with the help of a | |
| transcript. The game does alleviate some of these problems by putting | |
| correct action phrasings in italics some of the time -- but it doesn't | |
| do this quite consistently enough, and in a few places I was left high | |
| and dry. (It also italicizes the names of any important objects in a | |
| room, which is either a convenience or goofy and annoying, depending on | |
| how you look at it. It certainly draws attention away from immersion | |
| towards the user interface.) | |
| The puzzles themselves (aside from phrasing difficulties) are extremely | |
| simple and obvious, too. Frequently the game quite blatantly tells the | |
| player how to solve them, with suggestions like "If I only had a rope | |
| ladder, I would be able to LOWER THE LADDER FROM THE WINDOW and CLIMB | |
| DOWN!". (Example changed to protect the innocent, though I'm not sure | |
| why I bother trying not to spoil puzzles that give themselves away like | |
| this.) | |
| I don't know much about the background of the game, but I found myself | |
| starting to wonder whether it had been designed for younger players. | |
| That would explain the age of the protagonist, the | |
| not-at-all-challenging puzzle design, and the game's tendency to draw | |
| special attention to important nouns and verbs. The experienced IF | |
| puzzle-solver is likely to find most of the puzzles too simple to be | |
| very interesting, however. | |
| One final difficulty was the pacing. A fair amount of time is given to | |
| the prologue and to what I thought were opening stages of the midgame, | |
| so I assumed that the later portions of the plot would unfold at the | |
| same rate. But just at the point of the game when things seemed to be | |
| getting interesting and I hoped for high adventure, I was ambushed... by | |
| infodumps. There comes a point where you find yourself reading pages and | |
| pages of text about all sorts of interesting but uninteractive events. | |
| Then there are a couple more fairly obvious puzzles, and the game ends. | |
| And the ending -- well, it seems to me that the final few paragraphs | |
| break with the narrator's charming personality and go somewhat more | |
| cynical and world-weary than suits the rest of the game. I was | |
| disappointed. A more obvious ending would probably have been trite, but | |
| I still didn't entirely like the effect of this, since most of what had | |
| carried me through earlier had been sympathy for the kid. | |
| So overall I thought "Black Sheep's Gold" showed considerable effort, a | |
| fair amount of polish, and a mostly-charming narrator. On the other | |
| hand, it has some unintentionally frustrating moments, and does not | |
| offer much challenge as far as puzzles go. It might be suitable for | |
| younger players being introduced to IF, but they would still probably | |
| need a little help with phrasing a few commands correctly. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cirk Bejnar <eluchil404 SP@G yahoo.com> | |
| TITLE: City of Secrets | |
| AUTHOR: Emily Short | |
| EMAIL: emshort SP@G mindspring.com | |
| DATE: June 24, 2003 | |
| PARSER: Enhanced Inform | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: IF Archive (http://mirror.ifarchive.org/if-archive/games/glulx/CoS.zip) | |
| URL: http://emshort.home.mindspring.com/CSUpcoming2.htm | |
| VERSION: 3 | |
| My overall impression of this game was very good. Short's | |
| characteristically strong coding and writing combine for a great | |
| experience, and I found no notable bugs in this release. | |
| From a purely technical standpoint, the work is a gem. Short has again | |
| used her resource-intensive ask-tell/menu hybrid conversation system. | |
| There are two difficulty settings and various options to set up the | |
| conversation system and the graphics to suit a variety of tastes. There | |
| is an impressive amount of detail in the descriptions with nearly all | |
| first level objects implemented and many second and third level as well. | |
| Such extras as your complementary personal shampoo from the hotel are | |
| fully implemented, which gives the world a solid feeling. The City seems | |
| to be an actual place rather than merely the setting for a game. The | |
| superb map design also contributes to this feeling. The city is | |
| represented as 20 or so rooms, but between the graphical map that you | |
| have available and the intuitive layout of the main thoroughfares travel | |
| is easy. She has also admirably succeeded in giving the different | |
| sectors of the City a unique feel. A quick glance at the room name will | |
| tell you whether you are in Malta or May Street and thus what to expect | |
| from your surroundings. | |
| The writings is, as I said before, also up to Short's usual high | |
| standards. Once the plot got rolling I could see the main twist coming | |
| but resisted it because of my personal convictions. (This also seemed | |
| perfectly in character for the PC.) However, as details emerged I was | |
| slowly won over, against my will, as it were, to the other side. That | |
| Short could pull this off, even while I was aware of it, is a testament | |
| to the immersive effect of the prose and the real emotional impact of | |
| the characters. | |
| However, this work is not perfect. None are. And in this case, the weakest | |
| link is the plot. It is well written and paced, in my opinion, but more | |
| predictable and linear than I would have preferred. In particular I was | |
| not able to derail it by personal choice, as far as I could tell. My | |
| choices were generally to advance the plot or to continue wandering | |
| about the City. I was unable to find a way to take decisive action | |
| according to my own judgment, only as the story dictated. The exception | |
| to this is the climatic move in the snowstorm. In this case, however, I | |
| was too dense to figure out why my options have the effects they do. I | |
| know that it is supposed to be mysterious but it would be nice if saving | |
| the world depended on more than a guess. | |
| In summary, City of Secrets is a fine game that demonstrates not only | |
| Short's preeminence in the field but also the way that writing and | |
| atmosphere can carry a game rather than devilish puzzles or | |
| breathtakingly new plot. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Andrea Crain <acrain SP@G idea-inc.com> | |
| TITLE: Dr. Dumont's Wild P.A.R.T.I. | |
| AUTHOR: Text, script and design by Muffy and Michael Berlyn | |
| Inform translation by Mark J. Musante and Michael Berlyn | |
| Hints by Gunther Schmidl. | |
| EMAIL: ??? | |
| VERSION: 4.11 | |
| DATE: May 5, 2000 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Inform) interpreters | |
| AVAILABILITY: Freeware, IF-Archive | |
| URL: http://ifarchive.org/if-archive/games/zcode/dumont.z5 | |
| The premise of Dr. Dumont's Wild P.A.R.T.I. is that you're a student | |
| whose off-kilter physics professor has built a combination particle | |
| accelerator and A.I. computer. The computer needs a human observer in | |
| order to find and view Particle X, a new subatomic particle. Dr. Dumont | |
| asks you to sit in the interface shell, just to take some measurements, | |
| but of course you accidentally activate the linkage and get plunged into | |
| the metaphorical virtual reality the computer creates for you. In order | |
| to get out again, you have to help the A.I. view Particle X. | |
| Dr. Dumont's Wild P.A.R.T.I. was originally written for Infocom but, due | |
| to Infocom's demise, was released by another company in the late 80s. | |
| When the Berlyns started their own company in 1999, it was updated and | |
| re-released as a commercial, download-only product. Then they went out | |
| of business, too, and this game was finally released as freeware. The | |
| original manual and "feelies" (artifacts from the game world, including | |
| a kite race flyer you'll need to solve a puzzle) are included as PDF | |
| files in the same if-archive directory as the game file. | |
| Due to its long history as a commercial product, I expected playing this | |
| game to be an extremely polished experience. Unfortunately, there were | |
| some sloppy elements. For example, there is an object you gain at one | |
| point that, when in use, renders you unable to go anywhere or examine | |
| objects because you "can't see much". However, you're perfectly able, | |
| somehow, to see the same room description as always and to read a | |
| banner. | |
| Another sloppy piece is that there is an object you need to alter in | |
| order to finish the game successfully. Reading its description carefully | |
| will tell you what it really is. However, when you find it in the room | |
| and when you see it in your inventory, it is named inaccurately, as | |
| though it were already in the state to which you are meant to change it. | |
| This worked to prevent me from realizing that I needed to alter it until | |
| I checked the hints. | |
| A third object needed to be made to turn through some complicated | |
| manipulations of the environment. However, when I tried "turn"ing it | |
| before doing any of those manipulations, I was told it was already | |
| turning. That was very confusing -- if it's already turning, I thought, | |
| then why isn't it making this other thing work? | |
| In addition, the kite race seems not like an integral part of the game, | |
| but a tacked-on puzzle originally meant as a low-tech copy protection | |
| scheme. To win the kite race, you had to have the information on the | |
| flyer. Since the flyer was included in the physical package of the 80s | |
| version of the game (it's now part of the .PDF "feelies" file), | |
| presumably you had to buy the game and not copy it from a friend's | |
| floppy disk. (There is even a jab in the in-game hints section to this | |
| effect.) Because there were no photocopy machines in 1988, of course, or | |
| even pens, you couldn't have just gotten the hint from your friend's | |
| copy. The flyer exists as a game object, including the text that says | |
| instructions on how to win the race are on the reverse, but there is no | |
| in-game way to turn over the flyer and read the reverse side. The game | |
| doesn't even anticipate that we'll try this, and tell us we can't. | |
| Anyway, if you try to play the kite race puzzle without this | |
| information, you will think that you are following the kite, based on | |
| the motions the kite makes in the course. However, the game will tell | |
| you that the kite "takes off to the north, then heads off to the south." | |
| So you will go south, and the kite may not be there, or it may not be | |
| possible to go that way. When you follow the path that using the flyer | |
| hint gives you, the way the game says the kite goes will not always | |
| match the path you take, yet it will be there with you in the next room | |
| of the puzzle, and you will still win. And when you reach the end of | |
| that path, you will expect that something "You've won"-ish should | |
| happen, but it will not until you leave the course, so you may flounder | |
| about thinking you've misunderstood the hint. You haven't. It's just a | |
| weird puzzle. | |
| There are other annoyances. You have to play guess-the-verb with a duck, | |
| and you may not "toss" a ring despite being at a Ring Toss. You will | |
| have to cause something to reach a precise state without going too far, | |
| and even though you should be able to judge it by "touch"ing or | |
| "feel"ing it, you can't. The game will tell you you are standing outside | |
| a building, and then will not allow you to look at that building. There | |
| is a door with no purpose but to make you open it before you walk | |
| through -- it isn't even locked. And in order to get more information | |
| from the game about the puzzles by using the "meditate" verb, you have | |
| to go through a series of three actions, meditate, and then reverse the | |
| steps before you can carry on with the game, every time. It's tedious -- | |
| it'd be nice if, once you figured out how to meditate, the process could | |
| be automatic! | |
| But my biggest disappointment with this game was something a little less | |
| nitpicky. This game's premise and atmosphere are very cool. You get the | |
| impression that in playing this game, you're going to be immersed in | |
| particle physics, philosophy, astronomy, metaphysics and the Marx | |
| brothers. In short, you feel like you're about to learn a little | |
| something. The game doesn't deliver. The School of Thought is just a | |
| place to pick up some objects. The Science Art Museum is just a place to | |
| get some objects. The Planetarium is just a place to get some more | |
| objects. The professor NPC's don't know anything about their subjects | |
| and can barely converse at all. The A.I. is waiting for you to solve its | |
| problem for it. You might learn a little about the Milky Way at the | |
| fair, but that's about it. This is a puzzlefest wrapped up in an | |
| Einstein poster. It looks cool and makes you feel smart, but ultimately, | |
| it's just a paper-thin diversion. | |
| The demise of the game publishing house that re-released Dr. Dumont's | |
| Wild P.A.R.T.I. in the late 90s should not be taken as proof that | |
| selling commercial IF is no longer a workable business model. Maybe it | |
| isn't, but maybe if the product they were selling had been an | |
| outstanding, polished, bug-free game, a game that made people think and | |
| talk and tell their friends "hey, you've got to try this," things might | |
| have worked out. | |
| It's worth playing for a couple of the puzzles, and the fun atmosphere. | |
| The prose is lively and engaging, which is why it sets up such | |
| unrealistic expectations. If the careless bugs and annoyances I | |
| mentioned above were fixed, it would have gotten an 8 from me. But as it | |
| is, I'll rate it a 6. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Valentine Kopteltsev <uux SP@G mail.ru> | |
| I've got to warn you -- the chief motive power behind this review is my | |
| spirit of contradiction. It began as I came across the blurb for Dr. | |
| Dumont in Baf's Guide, which contained, among other things, statements | |
| like "one of the most bizarre examples of true IF ever published", and | |
| "recommended for those who found Trinity too tame". I disagree with | |
| these statements, but the Trinity comparison gave me a reference point | |
| to compare Dr. Dumont's Wild P.A.R.T.I. with. I'd rather apply the | |
| second of the quotes above to Graham Nelson's Jigsaw, so let's make that | |
| a reference point, too. | |
| Along with the reasons adduced above, using Trinity and Jigsaw as | |
| criteria is justified by the fact that these works all feature a similar | |
| structure: in all three games, the player character starts in his | |
| habitual environment, and then lands, whichever way, in some surreal | |
| place. These places, in their turn, also share a rather similar layout: | |
| a core area (a "central trans-shipping point") that contains several | |
| portals leading to more (fairly varied) worlds. However, there is a | |
| significant difference in game size; for instance, Dr. Dumont manages to | |
| squeeze the prologue, implemented as a mini-game in both classics | |
| referenced, into its (admittedly quite long) opening text, and to shrink | |
| the aforementioned "central trans-shipping point" to a single room. To | |
| avoid rather overused metaphors about meal- and snack-sized games, let's | |
| put it this way: while Jigsaw reminds one of a stretched Bentley, and | |
| Trinity a Jaguar, Dr. Dumont is (let's stay with European cars) a | |
| Volkswagen Passat at best -- the only thing about it bigger than that of | |
| the others is its title. ;) | |
| Sure, a shorter game still can compete with a longer one in toughness -- | |
| for instance, by being bizarre. I don't deny that Dr. Dumont's main | |
| theme contains an enormous peculiarity potential; particle physics is | |
| quite a mind-bending matter itself, and all the more so is the idea of | |
| connecting a human brain to a particle-detection-oriented AI -- one | |
| could go off one's head just by trying too hard to imagine the results. | |
| In spite of this, though, the game didn't appear that odd. It rather | |
| reminded me of a draftee attempting to convince the medical board at the | |
| recruiting station that he's crazy in order to avoid conscription into | |
| the army. Yes, there were pretty many grotesque, comically distorted | |
| details and decorations -- and yet, the puzzles had perfectly logical | |
| solutions, and the major subgoals were formulated clearly and | |
| unambiguously, sometimes even a bit straightforwardly. Well, maybe not | |
| that straightforwardly, because some aspects of the game are downright | |
| confusing. | |
| To begin with, unlike Jigsaw and Trinity, Dr. Dumont allows the player | |
| to get into all the areas accessible through the "central trans-shipping | |
| point" from the very start of the game -- due to its relatively small | |
| size, it can afford to do so without becoming totally unwinnable. | |
| However, the player gets most of the information crucial for success in | |
| only one of these areas, and thus should visit it first, since roaming | |
| through the other areas without having the goals in the game formulated | |
| is rather misleading indeed. As the game contains no hints about in | |
| which order the areas should be visited, one is left to find it out | |
| oneself by trial and error. | |
| Secondly, Dr. Dumont comes with a bunch of feelies in the style of | |
| Infocom. And, like some of the Infocom games (though not Trinity), the | |
| player needs to refer to these feelies to win. This could be quite | |
| confusing for people who don't have much experience with commercial IF, | |
| even despite the fact that Dr. Dumont provides quite a clear inkling at | |
| the point where the feelies are needed. One more confusing aspect of the | |
| game is the 'how to play' documentation that accompanies it. Most of the | |
| experienced players probably will ignore this documentation completely, | |
| since it appears to be addressed to novices, and as far as I remember | |
| Dr. Dumont makes no effort to dispel this impression. The thing is, this | |
| documentation describes, along with the usual (and trivial) directives | |
| like LOOK, TAKE, etc., a few less obvious commands, which are crucial | |
| for success. A typical case of RTFM. ;) | |
| Finally, there indeed are a couple of slightly obscure puzzles (like a | |
| quiz requiring some basic astronomical knowledge). But even with all | |
| these issues, Dr. Dumont still isn't half as tough as Trinity, not to | |
| mention Jigsaw: no Enigmas, no careful, turn-precise pre-planning of | |
| your actions, no random hints disguised as gibberish... sheer | |
| disappointment for a true puzzle-fan! ;) | |
| As everybody knows, there is no direct dependence between a game's size | |
| and its difficulty or its depth. For the reviewed game, however, this | |
| relationship is true: Dr. Dumont indeed hasn't got the vast | |
| philosophical background Trinity possesses; in fact, it's entirely | |
| light-hearted. This doesn't mean, however, a quality decrease: splendid | |
| writing, consistently high level of detail, carefully implemented | |
| characters, and a state-of-the-art hint system are a sufficient warranty | |
| against disappointment. In fact, these features work so well that the | |
| game even failed to frustrate me after I had to restart it three times | |
| because I run into an unwinnable state due to bugs. These glitches | |
| really were of the "very difficult to locate" kind; I think 95 percent | |
| or more of the players will never encounter them. This, along with the | |
| realization of my bad luck and the fact that redoing the game from the | |
| start wasn't too torturous thanks to its not so large size, helped me to | |
| avoid fixating on these problems too much. | |
| To sum things up, if it's appropriate to speak about the image a game is | |
| trying to form of itself, so Dr. Dumont doesn't act like a super-epic | |
| breaking bizarrity records, and outshining classics; rather, it modestly | |
| tries to entertain the player for a few evenings with good puzzles and | |
| healthy humour. Quite unambitious, isn't it? ;) | |
| SNATS [Scores Not Affecting The Scoreboard]: | |
| PLOT: Sufficient for a game emphasizing puzzles, and with clearly | |
| defined subgoals (1.0) | |
| ATMOSPHERE: Makes the game appear more surreal than it really is (1.4) | |
| WRITING: The opening text impressed me a lot; later on, I got used to | |
| the quality of the prose, and took no notice of it, but one | |
| has got to admit it plays a very important role in | |
| determining Dr. Dumont's appearance (1.5) | |
| GAMEPLAY: As you might have guessed from the comment for the PLOT, it | |
| stresses puzzles, and has got its subgoals defined clearly. | |
| ;) (1.2) | |
| BONUSES: Lots of optional stuff to do, feelies (1.2) | |
| TOTAL: 6.3 | |
| CHARACTERS: Nice, but fairly conventional (1.3) | |
| PUZZLES: Range from "very logical" to "slightly obscure" (1.3) | |
| DIFFICULTY: Not without its snags, but manageable (6 out of 10) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Neil Butters <neil.butters SP@G sympatico.ca> | |
| TITLE: The House | |
| AUTHOR: Owen Parish | |
| EMAIL: doubleprism SP@G hotmail.com | |
| DATE: November (?) 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/house.gam | |
| VERSION: Version 1.0 | |
| The House is a short game that represents Owen Parish's first attempt at | |
| IF, and it is fairly entertaining, despite its derivative story and some | |
| technical annoyances. Ostensibly the objective is to get out of a house | |
| that you woke up in, hungover and disoriented. You have heard disturbing | |
| rumours about this house and its occupants. Could they be true? If you | |
| decide to explore the house, other objectives become readily apparent, | |
| and you uncover goings-on that will be familiar to genre fans. The story | |
| borrows from Lovecraft and Frankenstein, but it is underdeveloped, and I | |
| never did get a clear understanding of the House's secrets. This may | |
| have been because I did not get the full score, but I think it is more | |
| likely that the ideas never mesh into a coherent story. Some games can | |
| be satisfying even with an open-ended conclusion (see "All Alone") but | |
| the House doesn't pull this off successfully. There are a few surprises | |
| but they also remain underdeveloped. For example, two possibly | |
| interesting NPCS are introduced but I could not figure out what to do | |
| with them or how to get any useful information from them. The story | |
| should have made it more obvious what I was supposed to do with these | |
| guys. Motivation is one of the glaring problems with the game since it | |
| is often stressed that you want to get out of the house ASAP and it is | |
| possible to do so in five moves without getting any points. Why should I | |
| stick around and explore? The only motivation is curiosity. However, the | |
| game does reward inquisitive behaviour with rooms crammed full of | |
| objects that can be fiddled with or examined. There are some nice | |
| atmospheric touches as well, such as the noisy staircase. | |
| The gameplay is straightforward for the most part. There are only a few | |
| points in the game where interaction with the world was difficult. The | |
| library and the kitchen come to mind, where searching or reading the | |
| objects, respectively, is awkward. For instance, in the library a | |
| "search the west books" command will result in "which books do you mean, | |
| the west books, east books, north books or south books?" that | |
| necessitates a further "west books" command. In the kitchen, you cannot | |
| read the notes attached to objects but must read the object instead (ie | |
| "read cupboard"). These problems could easily be fixed in future | |
| versions. You have to guess where the exit is in the room you wake up | |
| in, and the maze does not make any sense (although it is easy to do). | |
| Most puzzles are easy to figure out. However, as I mentioned, I did not | |
| get the full score and I am quite sure I missed out on a few things. It | |
| doesn't really matter though, since you can leave the House at any time | |
| without doing anything. | |
| A stay in the House was worthwhile, largely due to the lack of "empty" | |
| rooms. If you decide to visit don't expect to leave with your curiosity | |
| satisfied. The House keeps its secrets locked within. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mary Kate Alexander <mkalex1 SP@G yahoo.com> | |
| TITLE: Inevitable | |
| AUTHOR: T.L. Heinrich (a.k.a. Kathleen M. Fischer) | |
| EMAIL: mfischer5 SP@G aol.com | |
| DATE: 2003 | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/Inevita.z5 | |
| In Kathleen Fischer's Inevitable, you find yourself wandering through a | |
| deserted city, your ostensible goal to find a way to repair your plane | |
| and leave, though it quickly becomes apparent that the player will also | |
| be delving into the PC's past at the same time. The atmosphere and | |
| puzzles in this game are reminiscent of Myst, and the descriptions are | |
| vivid enough to make this work well in a text-based game. | |
| Inevitable has several interesting features. One is the ability to set | |
| the difficulty level to easier or harder than the default (an option | |
| only available at the start of the game). While there are no hints or | |
| walkthrough available, attempting a particular puzzle in the easier | |
| version of the game is a pretty good substitute; the difference in | |
| difficulty between levels is not great, but enough to help a couple of | |
| times when I got stuck in the harder version. The puzzles themselves are | |
| pretty straightforward, with minimal guess-the-verb problems. | |
| In addition to the score and number of moves, a number of memories is | |
| given at the top of the screen; at various points throughout the game, | |
| something that you see will remind you of the past, and the number of | |
| memories will increase. The command REMEMBER will retrieve these | |
| memories. I found this to be a relatively smooth way bring up things | |
| that the PC knows but the player doesn't. Another set of commands that I | |
| found convenient was LIST PLACES, which gives a list of locations that | |
| you've already visited, and GO TO [location], which lets you jump to | |
| places that you've already visited (the response is, "You make your way | |
| back to [location]"). The map in this game isn't big enough for moving | |
| around in the usual way to be too onerous, but I'd love to see GO TO | |
| implemented in larger games, where moving from one place to another can | |
| get to be rather tedious. | |
| The writing was excellent; as mentioned above, the puzzles require a | |
| very clear visualization of the setting, and the location and object | |
| descriptions were more than sufficient for this. I only caught one typo, | |
| in an object description. The game was well-implemented; most things I | |
| tried to do or look at gave an appropriate response, and the default | |
| messages were altered to avoid breaking the mood (e.g., when you try to | |
| go in a direction without an exit, "After a moment's thought, you | |
| realize that you can't go that way."; or when you try to do something | |
| that's not allowed or not possible, "You scowl at the thought," or "You | |
| laugh at the thought."). | |
| My only criticism would be that there's an interesting (though not | |
| strikingly original) backstory, and well-designed puzzles, but the two | |
| are not very integrated with each other--basically, you end up trying to | |
| get a series of machines working without any good reason why. Overall, | |
| though, I found this a thoroughly enjoyable game; on a scale of 1-10, | |
| I'd give it a 7. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G mts.net> | |
| TITLE: Shadowgate | |
| AUTHOR: David Griffith (originally published by Icom for the Nintendo | |
| Entertainment System as well as many other platforms) | |
| EMAIL: dgriffi SP@G cs.csubak.edu | |
| PARSER: Inform standard | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: freeware IF-archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/sgate.z5 | |
| Source code is also available at: | |
| ftp://ftp.ifarchive.org/if-archive/games/source/sgate.tar.gz | |
| This game is a reimplementation of Shadowgate Classic as it appeared on | |
| the Nintendo Entertainment System (NES) presented by ICOM in 1989. It's | |
| an interesting experiment and follows somewhat in the recent IF Arcade | |
| tradition that converts graphical games to text. I played Shadowgate in | |
| '89 and always felt it would transfer well to a text adventure setting, | |
| so I was pleasantly surprised to see this game released in late '03. | |
| In its exactness, the Inform version stays very true to the NES version | |
| (from what I can remember of the NES version). Even the little bits of | |
| background noise and red herrings from the original were completely | |
| implemented, and I have a lot of respect for the painstaking amount of | |
| replaying of the original version that must have happened to get this | |
| done correctly. All of the NES version's written responses were intact | |
| although thankfully the IF version cleans up some grammatical and | |
| spelling errors. For nostalgia's sake then, this was a great walk down | |
| memory lane. Unfortunately, once you look past that, it also highlighted | |
| many of the design errors inherent in many of the early NES games. | |
| There are unfortunately many things to gripe about here so let's start | |
| with one of my least favorite foibles: author telepathy. Specifically, | |
| there was major death without warning. Seemingly innocuous actions like | |
| picking up items freely available in the scenery, or entering apparently | |
| non-threatening directions often lead to death with no discernible | |
| justification. It was also fairly easy to break certain structures which | |
| always left me wondering whether or not I had permanently made the game | |
| unwinnable or not. I think the game can't actually be made unwinnable, | |
| unless you don't budget your light resources properly (which is another | |
| issue, but I'll get to that later), however death-without-warning | |
| abounds and waits in every corner, which is something we just don't | |
| accept in IF games anymore. | |
| Another issue is a concern that always crops up in my reviews, and | |
| that's the combinatorial explosion of having too many items in your | |
| inventory. Throughout the game, you collect well over 80 items and when | |
| you begin the endgame, it's difficult to remember what each piece does | |
| or the exact details of each item. This leads to a lot of put X in Y, | |
| hit X with Y experimentation, which gets pretty tedious the third or | |
| fourth time around. It also makes the game more difficult than it | |
| probably should be, as your light resources dwindle very quickly -- the | |
| net effect of all this is that every time I somehow made the plot | |
| progress I would have to save, explore, make the plot progress again, | |
| restore to a previous saved game armed with my new knowledge, and | |
| proceed forward. Ultimately, that type of forced gaming experience is a | |
| recipe for disaster. | |
| It's unfortunate, too, because many of the game's structure problems | |
| could have been easily alleviated by loosening its light restrictions a | |
| little. The light issue I keep referencing actually has to do with the | |
| limited life cycle of the torches you find lying around. As I played | |
| through the game a second time with walkthrough in hand, I completed it | |
| with a reserve of only 5 usable torches (having picked up every | |
| available torch I could find). Essentially, I won without wasting a | |
| move. Unfortunately, the game is so cavernous and the amount of author | |
| telepathy need to win the game so great, that winning without wasting a | |
| move is next to impossible, as is completing the game with any usable | |
| torches. There is a spell of sorts that you can find that might help you | |
| with this issue, but it has to be invoked in every new room you enter, | |
| which leads to further tedium. And, considering the tight restrictions | |
| on your time, I'm not entirely sure you'll find the spell before you run | |
| out of torches, so the benefit might be moot regardless. | |
| Still, the torch issue remained faithful to the NES original, as did a | |
| number of other conventions, which have to be commended. For example, | |
| the original Shadowgate loved to bury clues in the scenery -- | |
| specifically, the game's walls. The regular Inform parser has a wall | |
| object parsed for each of the cardinal directions, and the author here | |
| did a great job of subtly clueing the player into examining a wall | |
| without blatantly telling us which one. I believe this involved a nice | |
| hack in the Inform source code's wall objects. That is to say: a general | |
| query of X WALL, would still generate a disambiguation request, listing | |
| all the cardinal directions, but if you examine the right wall there | |
| wasn't a simple default response [I am impressed here because I believe | |
| I attempted to parse something similar a while back and made a mess of | |
| it]. Before I started playing the game, I was curious to see how the | |
| author was going to implement the puzzles buried in the room's | |
| constructs and for the most part, I was really happy with the way he did | |
| it. There was only one glaring omission, where a clue of vital | |
| importance was buried in the scenery with no hint as to where or even | |
| why a player should look. I knew it was there from the NES version, but | |
| were I a first-time player, there is absolutely no way I would have | |
| found it. | |
| So, overall the game is effectively parsed, diligently researched and | |
| implemented (the attention to the original game's detail is impressive | |
| and the consistent representation in the face of the original's poor | |
| design choices -- i.e., torch issue -- was commendable), but ultimately, | |
| due principally to the original's shortcomings, it doesn't live up to | |
| the standards we expect in IF nowadays. Despite this, however, I was | |
| surprised by how much I really enjoyed the nostalgia. As a result, you | |
| may want to check this out if you've actually played the NES version, | |
| but probably skip it otherwise. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Solitary | |
| AUTHOR: Kahlan | |
| EMAIL: kahlan SP@G kahlan.org | |
| DATE: April 18, 2004 | |
| PARSER: Inform | |
| SUPPORTS: Z-Code Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/solitary.z5 | |
| VERSION: Version 1 | |
| "Solitary" is a short, puzzleless game set in the player-character's | |
| dorm room. The basic point of this piece, as with a number of other | |
| plot-driven/puzzleless games I can think of ("Photograph", "Shade", and | |
| even to some extent "Photopia") is to put together the background that | |
| led to the current situation. | |
| As far as I can tell, this is the author's first game, and it shows in | |
| certain ways. There are some odd glitches in the world model: as, for | |
| instance, when you put on a piece of clothing, but can't afterwards | |
| remove it, and are told that you're not wearing it. Apparently the | |
| author circumvented the normal operation of "wear". Similarly, some | |
| default responses have been replaced with answers that don't really make | |
| sense in all contexts. For instance: | |
| >DIE | |
| You jump on the spot, fruitlessly. | |
| >KILL ME | |
| You can't snap that in two. | |
| For the most part, though, the implementation is fine: there aren't a | |
| lot of glaring omissions, or scenery that seems important that you can't | |
| examine. Moreover, I had the sense that the author cared about the game | |
| and about doing a good job -- and that's always a good sign. | |
| Most of the problems I had with "Solitary" had to do with storytelling | |
| technique rather than with implementation. One major challenge of | |
| writing a learn-backstory-through-exploration game is to keep the player | |
| from discovering information out of order -- especially when, as here, | |
| everything is in a single room and almost every object is accessible | |
| more or less at the same time. In this case, there are all sorts of | |
| items in the room that *should* let you discover a critical background | |
| fact, but the player character refuses to acknowledge them until you hit | |
| on exactly the right trigger. It's annoying and manipulative (in my | |
| opinion) to prevent the player from reading some useful document with a | |
| line like "You can't bear to read that.". I certainly *can* bear to read | |
| it, and telling me otherwise does not heighten my feeling of | |
| identification with the player character. | |
| What's more, finding out what has happened is the only goal I-the-player | |
| have in the game. There are no other goals provided. The only way for me | |
| to move forward is to investigate things, so it is irritating to come | |
| across what seems like a juicy piece of evidence only to have the game | |
| refuse to let me look at/read/think about it. | |
| Even so, by the time the Horrible Truth was revealed, I had pretty much | |
| already guessed it. Foreshadowing is a useful technique, but only if it | |
| doesn't completely give away what's coming. Best of all if it leads you | |
| to expect something close to the truth, but wrong, so that the real | |
| revelation still takes you by surprise even though you thought you were | |
| prepared. | |
| The handling of PC emotion also needs some work. At a number of points | |
| in the game, I'm handed emotions that I have no reason to feel. Being | |
| told that I'm weeping intensely is weird when I-the-player have so | |
| little cause to do so. In that respect, this would work (a little) | |
| better as a story in the first or third person, I suppose -- but I think | |
| it would still seem a bit maudlin and self-indulgent. | |
| My other fundamental problem with "Solitary" is that the background | |
| story is not very interesting. I'm sure the events would be horrible to | |
| live through. But there aren't enough particulars here to make me feel | |
| much of anything about the protagonist or about any of the implicit | |
| NPCs. The player is told that the PC is hurting, that things are bad, | |
| that her love used to be strong, etc., but so what? I need more than | |
| that before I can generate much empathy. Instead of the vaguely-worded | |
| memories, I need specific flashbacks that make me actually feel | |
| something about the PC and the people she interacts with. I need more | |
| examples of what was so great about her relationship with her love. I | |
| need to feel as though they're people I know and would actually care | |
| about, rather than place-holders. This is not easy, but without it, a | |
| story like this falls flat. | |
| Finally, the last line of the game reads as funny in a way that | |
| undercuts what good effects the game has achieved elsewhere. | |
| I should mention a few positives, though. "Solitary" is set in a dorm | |
| room, which is something of a clich�, but I've certainly seen duller | |
| dorm-room implementations. The items here did help to paint an image of | |
| the player character. (She came off as somewhat immature, but I suppose | |
| that's not out of place.) Some of the descriptions showed a nice | |
| attention to senses other than sight: tangibles such as how well a | |
| drawer slides open, for instance. This is a good sign. | |
| "Solitary" also comes with a hint system, which got me through a few | |
| points where I was stuck. That was useful as well. It's not a long game | |
| to play, but there are a few moments where you may need guidance. I | |
| would have liked this system even better if it had adapted itself to | |
| what I'd already tried and suggested only new directions, but it worked | |
| well enough as it was. | |
| I'd encourage the author to write more IF, but also to look into | |
| improving traditional story-telling techniques, particularly | |
| characterization and plot structure. There's promise in the care that | |
| went into "Solitary", but it would be better put in service of a richer | |
| story and more accomplished writing. | |
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