| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #38 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| September 28, 2004 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #38 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 ---------------------------------------------------- | |
| David Cornelson: Build A Business For Interactive Fiction | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| City Of Secrets | |
| Dead Reckoning (David Whyld) | |
| Generic New York Apartment Building | |
| The Hobbit | |
| Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus | |
| Necrotic Drift | |
| EDITORIAL------------------------------------------------------------------ | |
| Occasionally, I like to scan the "recently uploaded" pages of the IF | |
| Archive and play whatever game I find there. I did that recently, and | |
| the game I found was mysteriously titled "w.z5." Inhabiting the current | |
| American political climate as I do, I fully expected it to be either a | |
| scathing indictment or an indignant defense of George W. Bush. Instead, | |
| it turned out to be a little curiosity by Simon Scott called "Get | |
| Magazine. Open Magazine. Read Article." The game bills itself as an | |
| "interactive article," and was created as a companion piece to an actual | |
| prose article of the same title in the British zine God's Rude Wireless, | |
| which according to its website (http://www.godsrudewireless.co.uk/) is | |
| "distributed at no cost on the first Thursday of every month at The | |
| Fitzroy Tavern, Windmill Street, London." | |
| I've just finished reading the prose article, and I found it to be | |
| witty, well-informed, and generally enjoyable, which was a relief, | |
| because the game itself falls rather flat. Various misspellings, | |
| punctuation problems, and capricious newline behavior make it feel | |
| rushed and sloppy. Also, despite being very small, it's still a bit | |
| underimplemented -- for instance, it features the sudden appearance of a | |
| "man in a dark red suit" but can't manage to parse "man", "dark", "red", | |
| or "suit." Most damningly, it fails in what seems to me to be its main | |
| task: providing a pleasurable introduction to the medium of IF for people | |
| unfamiliar with it. The game hinges around conversation with a | |
| particular NPC, who can be prompted via keyword to disgorge reams of | |
| information about the history of the text adventure, but it surrounds | |
| this interaction with so little implementation and help text that people | |
| new to IF are very likely to be put off. In my opinion, effective | |
| newbie-friendliness requires a level of commitment and coding | |
| sophistication that this game doesn't demonstrate, and I'm a little | |
| frustrated that it's out there as an advertisement for IF, though the | |
| quality of the prose article does help to mitigate that feeling. | |
| I'm well acquainted with this frustration, and the ambivalence that | |
| accompanies it. It's true that IF has received some wonderful, | |
| high-quality publicity lately, through such venues as Games magazine and | |
| various reviews of Nick Montfort's book TWISTY LITTLE PASSAGES. Then | |
| again, there are other publicity vectors that don't do such a great job, | |
| and in those, the most well-publicized games may not be the best ones. | |
| It pains me to think of people encountering substandard IF and taking it | |
| as the norm. I even feel ambivalent about that, though -- on the one | |
| hand, I love it that there are people with enough passion for IF that | |
| they're spreading the word to the world; on the other hand, if what | |
| they're spreading is poorly written, badly implemented, or generally | |
| unprofessional, they're not helping the cause as much as they think they | |
| are. | |
| I don't have a solution for this, except to fall back on the old First | |
| Amendment formulation that the answer to bad speech is not suppression, | |
| but rather more speech. You too can be a representative of interactive | |
| fiction to the world at large, and every time you show somebody the best | |
| of what modern IF has to offer, you help our culture understand that | |
| this medium is still alive and thriving. There are some amazingly | |
| professional games out there, and I continue to hope that those are the | |
| games that will receive the lion's share of whatever spotlights there | |
| are. | |
| Meanwhile, luckily for the patrons of the Fitzroy Tavern, no doubt more | |
| of them read the article than actually played the game. And luckily for | |
| me, I'm well inured to being less than comfortable about what's | |
| representing me -- like I said, I'm an American. | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Ethan Dicks <dickset SP@G amanda.spole.gov> | |
| I was just reading the SPAG newsletter and I thought I'd let you know that I | |
| am putting the finishing touches on the long-awaited Release 13 of ZDungeon. | |
| There are a number of bug fixes including a show-stopper in the endgame. If | |
| all goes well, I should be able to throw a copy up on the IF archive in the | |
| next week or two, just before the *seventh* anniversary of commencing this | |
| work. | |
| If this release tests well, I plan to release the Inform source soon | |
| after. | |
| [Wow, seven years. And I see from the newsgroups that ZDungeon version | |
| 13 was just released a week or two ago. Congratulations! --Paul] | |
| NEWS ---------------------------------------------------------------------- | |
| NEW GAMES | |
| As usual, the pre-comp quarter hasn't yielded many new games. Of those | |
| I've seen announced, one is a French opus by the author of Filaments, | |
| and the other is a game about and for middle-school students, written by | |
| one of the most prominent authorities on using IF for educational | |
| purposes. In addition, Kent Tessman has released an exciting trailer and | |
| demo for his upcoming sorta-superhero opus, Future Boy! | |
| * La Mort Pour Seul Destin (in French) by JB | |
| * The Enterprise Incidents by Brendan Desilets | |
| * Future Boy! demo by Kent Tessman. | |
| AND THAT'S JUST FOR STARTERS! | |
| IntroComp is one of IF's best teases. The idea behind it is that you | |
| submit the beginning of a working, playable game. Your beginning gets | |
| judged with a bunch of others, and like in other comps, you can win | |
| fabulous prizes if you place well. The one catch is that you don't | |
| actually get to *claim* your prize until you finish your game, and you | |
| must do so within a year's time of the end of the comp. The winners of | |
| this year's IntroComp are: | |
| * 1st place: Intro to Jabberwocky, by Gregory Weir | |
| * 2nd place: Auden's Eden, by Tommy Herbert | |
| * 3rd place: Passenger, by Niall Richard Murphy | |
| A complete list of entrants (and all the latest IntroComp news as it | |
| arrives) is available at http://www.xyzzynews.com/introcomp. With any | |
| luck, prizes and prestige will motivate the successful completion of | |
| these games by next July. And if I'm really lucky, once they're | |
| finished someone will review them for SPAG! | |
| YOU STILL HAVE: NO TEA | |
| Astonishingly (at least to me), it's been twenty years since Infocom | |
| released The Hitchhiker's Guide To The Galaxy. In celebration of that | |
| anniversary, the BBC has released a flashy new version of the game, | |
| where the text window is encased in a Legend-like interface with | |
| clickable directions and shortcuts to oft-used commands like CONSULT | |
| GUIDE ABOUT. It also contains graphics depicting many locations and | |
| inventory items, and they're even sponsoring a contest to supply the | |
| remaining illustrations, with the grand prize being a speaking role in | |
| the new Hitchhiker's radio series. The game, as well as lots of other | |
| nifty stuff, is at http://www.bbc.co.uk/radio4/hitchhikers/game.shtml. | |
| NOW THAT'S ITALIAN! | |
| Roberto Grassi is the editor of Terra D'IF, Italy's answer to SPAG and | |
| XYZZYnews. Now, with Alessandro Schillaci, he's created the Italian | |
| answer to Baf's Guide -- it's straightforwardly titled "The Guide To | |
| Italian Adventures", and can be found at | |
| http://www.robertograssi.net/at/terradif/guidaifitalia/index.asp. | |
| MO' BETA IS MO' BETTA | |
| For the second year in a row, Jess Knoch has run BetaComp, the | |
| competition for beta-testers. The idea behind this comp is that all | |
| entrants receive a copy of the same game, and the ones who provide the | |
| most articulate, organized, and thorough beta-testing reports end up | |
| taking home the top prizes. Plus, the game author gets an awesome crop | |
| of testing reports! This year, first place went to Graham Holden -- | |
| congrats Graham! Full details on this year's BetaComp, as well as copies | |
| of the game and all the bug reports, are at Jess's website: | |
| http://www.strangebreezes.com/if/comps/beta2004/default.htm | |
| THE GLORY CAN BE YOURS | |
| It's true that writing for SPAG won't fill up your bank account -- it's | |
| purely a glory position. You know, the glory of... writing reviews! For | |
| SPAG! Wouldn't you like to grab a little of that glory for yourself? | |
| To get you started down that bright road, here are ten games that I'd | |
| really love to see you review: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. The Act Of Misdirection | |
| 2. Curse of the Dragon Shrine | |
| 3. Dead Reckoning (Nick Montfort's translation of Olvido Mortal) | |
| 4. 1893: A World's Fair Mystery | |
| 5. The Enterprise Incidents | |
| 6. Heist | |
| 7. Large Machine | |
| 8. Narcolepsy | |
| 9. Redemption | |
| 10. Return To Ditch Day | |
| ARTICLES------------------------------------------------------------------- | |
| David Cornelson has done a lot of things in the IF community: written | |
| some games, managed a minicomp, organized an IF website, run a server | |
| that hosted all kinds of IF-related stuff, and probably more that I'm | |
| forgetting. Perhaps his most impressive accomplishment was the way he | |
| shepherded both the Inform Designer's Manual and the Inform Beginner's | |
| Guide into paper publication, so that hundreds of us could order these | |
| great books directly from David or through such intermediaries as | |
| Amazon.com. When he approached me about writing an article on how IF can | |
| intersect with business, I was expecting him to draw on this experience | |
| to explain how a little business acumen could produce some great stuff | |
| for the IF community. What I got instead was something else entirely -- | |
| an audacious and detailed proposal for creating a profitable interactive | |
| fiction business in today's world. Any of you readers who happen to be | |
| venture capitalists: take note! | |
| From: David Cornelson <davidco SP@G iflibrary.com> | |
| BUILD A BUSINESS FOR INTERACTIVE FICTION | |
| Some may argue that the words "successful", "business" and "interactive | |
| fiction" were forever forsaken from appearing in the same sentence after | |
| Infocom announced Cornerstone. Some may look at Cascade Mountain | |
| Publishing and exclaim, "Look, even a successful IF author can't do it!" | |
| Some people suggest that interactive fiction is an art form that doesn't | |
| translate to commercial appeal. Some people suggest that failure is | |
| imminent if you use rec.arts.int-fiction for your business advice. | |
| All of those people would have good reason to say those things. | |
| It still doesn't prove that a successful interactive fiction business | |
| isn't possible. In fact, it's my belief that it is quite possible to | |
| build a successful interactive fiction business and that the problems or | |
| excuses listed above, if entirely ignored, would have no bearing on an | |
| interactive fiction business. | |
| The Infocom franchise failed for reasons that have been discussed and | |
| debated over the years. Comparing it to what a potential business in | |
| today's market would be like is pointless. Today's market is so vastly | |
| different from the mid-eighties that there simply is no comparison. My | |
| first rule for developing an interactive fiction business is that you | |
| must let the past die and create the environment required to make your | |
| business successful. | |
| For history's sake I'd like to mention Cascade Mountain Publishing. I | |
| had a very long discussion with Mike Berlyn a few years ago and without | |
| getting into details, CMP failed for reasons that had absolutely nothing | |
| to do with interactive fiction or its commercial viability. Enough said. | |
| Anyway, I was speaking of reinvention. In my mind, the next question is, | |
| "How do I define a market that will allow interactive fiction to | |
| succeed?" I'm not a marketing or sales expert, but it's my belief that | |
| markets are both discovered and created. Look at something like | |
| Starbuck's Coffee -- they created a market. Coffee had been around | |
| forever and coffee houses with it. But the inventors of Starbuck's | |
| Coffee created a market for their products. The development was done for | |
| them by the simple fact that coffee already existed and people were | |
| already addicted to it. If you had asked a group of coffee-house owners | |
| before the "Starbuck's era" what they thought made a successful | |
| business, I'm guessing none of their advice would fit into the business | |
| created by Starbuck's. Starbuck's reinvented a well-defined market and | |
| took it to another level. | |
| So the next question is, "What's next? I want to define a new market | |
| that will allow IF authors to publish and sell their works and make a | |
| buck. What crazy reinvention could possibly appeal to a wide enough | |
| audience to would make this even remotely possible?" | |
| Damn good question. I can offer one vision; there are probably many | |
| others. The first thing about my vision follows the reinvention theme. I | |
| don't believe I can release a piece of software packaged as a computer | |
| game marketed next to The Sims or Doom III. That isn't my market. It's | |
| not even close to my market. It's not even in the same universe as my | |
| market. Video games are to IF as SlimFast is to a balanced diet. Not to | |
| say that there aren't video games with IF-like qualities, because there | |
| are and some of them are well done. I've played Baldur's Gate II and | |
| thought it was well done. The problem I have with these games is that at | |
| some point, I have to hold a key or joystick button down in repeat mode | |
| in order to accomplish some task. It isn't the same as solving an | |
| interactive fiction puzzle. Interactive fiction simply is not gaming as | |
| it is understood in the current gaming market. Since that seems to be an | |
| undisputed truth, there is no point in trying to change that truth. It | |
| would be far more productive to find a square hole for this square peg. | |
| So the first action in your interactive fiction business plan is to | |
| define a new market. Where would you find people with the patience and | |
| skills required for an interactive fiction piece? I can think of several | |
| places: a bookstore, library, and/or a school. These are the places | |
| where I would define my market. All three of these places purchase | |
| software and they usually do it on a large scale. So instead of selling | |
| a single copy of your game to a single random buyer in a typical store, | |
| you sell an unlimited copy license for your software to a chain of | |
| libraries or schools. Bookstores are probably closer to the video game | |
| market, but I have thoughts on how to define a new market within the | |
| typical Borders or Barnes and Noble chain. I imagine a shelf-top kiosk | |
| of CD's. The CD sells for less than USD, possibly as low as $.99 | |
| USD. | |
| Another portion of my reinvention scheme is in the method of software | |
| development. It's my belief that good story tellers are good story | |
| tellers and the medium doesn't matter. What makes IF difficult to create | |
| and burdens the potential time-to-market variable is the medium, not the | |
| stories themselves. If we take good story tellers and train them to | |
| write their idea down in a script format, we could probably use low-cost | |
| labor to implement the stories more rapidly and more cost-effectively. | |
| Granted, there are some authors that would refuse this methodology and | |
| that's okay. I would develop the market and introduce the more talented | |
| authors later anyway. Once I got a foothold and sold a few CD's, I would | |
| begin to have a customer base. I could build that customer base by | |
| offering heavier content at a higher price. | |
| Another form of reinvention is an idea similar to Neil deMause's | |
| Frenetic Five series. If I'm developing games to be sold from a small | |
| kiosk next to a cash register, then offering a series of smallish, | |
| humor-filled games may very well be a home run. If this formula were to | |
| work, I could then expand into other genres such as suspense, sci-fi, | |
| and mystery, satisfying bookstore customers who have already established | |
| their interest in those genres. | |
| So I've defined a potential path for newly marketing interactive | |
| fiction. I've done a rough sketch of simplifying and speeding up the | |
| time-to-market efforts. The next few problems are difficult to | |
| articulate, but I'll try. | |
| I believe that none of the current IF development systems have the | |
| growth potential to successfully launch an IF business. They are all | |
| excellent systems for artistic purposes, but they all have a high | |
| technical competence requirement for both the author and player. This | |
| has to change in order to move interactive fiction into the reinvention | |
| phase. The game engine required for commercial development has to be | |
| based on a commonly available language (C, Java, or C#) and the | |
| resulting games must encapsulate all functionality. The latter is | |
| actually possible with the current development systems, but the former | |
| is a requirement for business reasons. If I'm to lure investors to my | |
| business plan, I'm going to need to sell them on the technical | |
| specifications as well as on the marketing model. I just don't think I | |
| can sell any of the current systems to a venture-capital firm. It has to | |
| be something they're familiar with and can verify through established | |
| channels. | |
| Some of the other requirements are simply add-ons, such as | |
| copy-protection schemes (debatable in today's environment) and a flashy | |
| and consistent front end. There are some technical ideas I would like to | |
| consider, but I would only do it if I were successful with the current | |
| form of interactive fiction. Everyone knows I have a certain zeal for | |
| discussing explicitly authored multi-player interactive fiction. | |
| Now I have the market, the new platform, and some venture capital. I | |
| still need some authors. What do they get out of all of this? | |
| I have to admit that this is where my business acumen fades and I'm | |
| flying by the seat of my pants. I would have to say that the first year | |
| or two of developing my business I would pay a flat rate for a game or a | |
| series of small games, garnering complete ownership forever and ever. | |
| The business plan has to have a steady flow of writing coming in and | |
| this has to be a commodity. The emotion and art has to be removed from | |
| this part of the business. I still think I can find talented writers to | |
| story-board games and have talented programmers code them and come up | |
| with something that will sell. I think a successful IF business would | |
| require access to these resources. | |
| Will these works be as good as an Emily Short or Adam Cadre authored | |
| feature? No. That's not the point. Would I try to work with an Emily | |
| Short or Adam Cadre on developing a workable relationship? Of course I | |
| would. These relationships would have to be outside of the business plan | |
| and based on a contractual agreement. In fact it's my belief that once I | |
| established the basic business model and had a customer base, I could | |
| then introduce quality works at a higher price, which would support | |
| offering advances and paying royalties. I would only do this if I first | |
| succeeded in building the market with a resource-based development | |
| business. Trying to work with the demands of authors, time-to-market | |
| issues, and contractual obligations would seem to me to be too heavy a | |
| load for my business; taking that path from the beginning is too risky. | |
| So I have defined a market, a development plan, writer resources, | |
| developer resources, and a plan to grow my customer base. This plan is | |
| flawed, though. It has requirements that don't exist or may are arguably | |
| unnecessary. Do I really need a new system? I think I do. Many people | |
| will argue this point. I'm okay with that. Even if one of the current | |
| systems were used it would have to be retooled for commercial | |
| development. It would have to be changed so that the freeware version | |
| was incompatible with the commercial products. I think in the short term | |
| it might be possible to leverage a current system, but in the long run, | |
| a new engine would be required. | |
| Where is this venture capital coming from? Heck if I know. If someone | |
| can get Mark Cuban to play a few games or Tiger Woods to play Textfire | |
| Golf, we might have a shot. Outside of a wealthy individual taking an | |
| abnormal interest in interactive fiction, I don't see any legitimate | |
| access to venture capital appearing. | |
| In any case, these are my thoughts about building an interactive fiction | |
| business. If you have thoughts, please feel free to share them on | |
| rec.arts.int-fiction so everyone can take part. | |
| 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: David Jones <drj SP@G pobox.com> | |
| TITLE: City of Secrets | |
| AUTHOR: Emily Short, Secret-Secret | |
| EMAIL: emshort SP@G mindspring.com | |
| DATE: 2003 | |
| PARSER: Inform enhanced | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/glulx/CoS.zip | |
| VERSION: Release 3 | |
| First off, an issue that arises, I suspect, because I am using a | |
| curses-based text-only Glulx interpreter: the about system is horrible, | |
| and so are all the menus in the game. It's probably not the author's | |
| fault, but it's her decision to use it. I couldn't work out how to | |
| escape the menus and restarted (hurray for Control-C!) resolving never | |
| to use the menu. Maybe you'll have better luck if you're not so much of | |
| a stick-in-the-mud text-only sort of person. Aside from a permanent | |
| display of "Glk library error: set_hyperlink: hyperlinks not supported." | |
| it didn't affect the game play (except that I had to resist using the | |
| help menu). | |
| Be a tourist in a city you never intended visiting. Miss your best | |
| friend's wedding. Get a guided tour from one of the native lunatics. Get | |
| robbed. Become a secret agent. Flirt with a mysteriously attractive and | |
| secretive woman. Learn about magic. Talk to a lot of people. | |
| The action takes place in a city. You arrive there on you way to your | |
| friend's wedding after the train you are on breaks down. It is a city | |
| where technology is fused with magic (or should that be opposed to?). | |
| The city is a melting pot of oppositions (or at least, opposites): magic | |
| and technology; old and new; autocracy and democracy; austere and | |
| opulent. The implementation of the (small) city is incredibly well done. | |
| For immersion, I would say that City of Secrets is state of the art. | |
| The city bustles. People pass you by in their own conversations, they | |
| jostle you, they look in shop windows, they get on and off the city's | |
| trolley system (I haven't discovered a way to use the trolley system, | |
| you don't have a pass). This is all done with randomly generated | |
| descriptions of people and actions. The programming of this is really | |
| well done (and must have been a bit tedious at times); various events in | |
| the story will change the mood of the city and the way people act and | |
| react changes accordingly. A typical example is: "A cheerful lady | |
| wanders along, arm in arm with a well-built older fellow." I was | |
| initially impressed, and then, after discovering that you can't really | |
| interact with any of these people, disappointed. I was impressed again | |
| when I discovered how things changed as the story progressed. Obviously | |
| one can't hope to provide any accurate emulation of a city, but in City | |
| of Secrets we see a pretty good approximation using the technology of | |
| today. | |
| One or two things (near the beginning of the game) stood out as a little | |
| odd, as if programmed on the cheap. In any other game I wouldn't have | |
| bothered mentioning them, but because of the depth of interaction that | |
| City of Secrets generally gives us, my expectations were raised. There's | |
| no opportunity to tip the bell-hop, and "run bath" executes an entire | |
| bath sequence (running the water, getting undressed, waiting for the | |
| bath to fill, washing, getting out, etc) in one move. I was rather | |
| looking forward to a bit of a splash around in the bath (but evidently | |
| the PC wasn't). | |
| Your mental state is displayed in the lower window alongside the room | |
| description, like this: "Outside Train Station, Wandering around, | |
| Tired". This initially annoyed me. I found the author's attempts to make | |
| me feel the PC's tiredness clumsy. Or at least, displaying it in the | |
| status window is clumsy. Thankfully it's not the author's only device. | |
| Having arrived at a hotel I examine a travel brochure: "A rather pretty | |
| brochure with a map and color pictures. There is writing, too, but it | |
| just seems to swim around, thanks to your current state of fatigue." | |
| That kind of thing seems spot on and just what it's like to arrive in a | |
| place that you never intended to visit. After a while I got used to the | |
| display and it didn't bother me at all. | |
| After half-an-hour or so, I was asking myself, "What's the point?". I | |
| kept on playing for three reasons: 1) it's called City of Secrets, 2) | |
| it's by Emily Short, and 3) I had already decided to write a review of | |
| it. In the end, I'm glad I did. It took me 3.5 hours on my first play | |
| through and I played it through again only to discover that my first | |
| play through wasn't an entirely successful one (but it nearly was). | |
| It soon becomes clear that there is a conflict in the city, a conflict | |
| between the Illuminated Ones and the Gnostics, the city's opposing | |
| political/religious sects. You get to play a significant part in this | |
| conflict. Initially, your part starts out as a sort of investigation, | |
| but as you learn more about the city, its characters, and its magic it | |
| becomes clear that you can (and must?) step outside your initial brief. | |
| Most of the time, you'll be talking to people and reading things to gain | |
| various clues. There's a vast amount of text in this game. I have given | |
| up all hope of experiencing the "whole" game. I'm still discovering | |
| significant new things on my third play-through. | |
| Talking to NPCs is done with a combination of a menu system and a topic. | |
| You initiate a conversation with a greeting like "GREET CONCIERGE," and | |
| can then either choose one of the conversational options presented on | |
| the menu or try a new topic of conversation such as "TOPIC FOOD". It | |
| works fairly well. I think it provides a good balance between the | |
| author's obvious desire to constrain the topics of conversation and the | |
| player's ability to pick any topic for discussion. Sometimes you can | |
| lose a conversational option for apparently no good reason. EG I had | |
| only one option left on my conversation option card (about shopping). I | |
| typed "how", a non sequitur, just to see how the game would respond, | |
| "(You can think of nothing to say.)", and the option was removed from my | |
| card (now empty). Most of the people you meet are prepared to talk about | |
| a lot of things though their opinions on some topics, the fortress and | |
| food most notably, seem to be drawn from a common pool giving me the | |
| impression that some of the lesser characters are punched-out from the | |
| same die. The way the conversation progresses influences your standing | |
| with the NPCs; you can turn them against you or earn their favour (to | |
| some extent). The "AMUSING" section points to some very strange | |
| consequences that can happen, only one of which I found before | |
| completing the game and none of them I have managed since (not that I've | |
| tried that hard). Occasionally this conversation system stumbles; | |
| selecting a topic can initiate a conversation about something | |
| surprisingly different, but it's a forgivable minor flaw in such an | |
| ambitious system. You can recall your impressions of people with | |
| "REMEMBER CONCIERGE" which gives you a summary of what you have learned | |
| (mostly from other people) about the person in question. I like it. | |
| The writing is excellent. I had previously played, and enjoyed, | |
| Metamorphoses (also by Emily Short) and was somewhat put off by the | |
| excessively flowery language (no, I mean I was overwhelmed by a | |
| sumptuous filigree of syntax which sparkled with every twist and turn of | |
| the light that shone upon it). City of Secrets has plainer language | |
| wielded with the same skill. I found it a change for the better. | |
| Occasionally the descriptions are overwhelming -- one simply has too | |
| much text to read, and it sometimes makes it difficult to distinguish | |
| the set from the game, though I suspect that's rather the point. To my | |
| surprise I did find a couple of genuine mistakes: "pier" instead of | |
| "buttress" (correct, but obscure. Or is this a feature of North American | |
| English?); confusing "glassine" with "glassy" (poetic license? I hope | |
| not). The occasional misused punctuation mark. The very few mistakes | |
| don't seem to be due to lack of attention more perhaps that the writer | |
| is stretching herself beyond her ability. On the other hand, City of | |
| Secrets is a much bigger work than Metamorphoses so perhaps it is just | |
| down to the problem of proofreading this vast text. | |
| There are a couple of dream sequences. I was initially quite excited at | |
| the prospect of an interactive dream sequence, but they proved to be | |
| less interactive than I had hoped (on a level with Lurking Horror). | |
| They're more like slightly surreal infodumps. Still they do add | |
| character and they're not just dream sequences foisted upon you because | |
| the author wanted you to know something and couldn't think of anything | |
| less clumsy. They have a proper part to play in the story and are | |
| integrated well. | |
| Wandering around the city and chatting to people is quite fun and | |
| sometimes almost feels adventurous as you wander into increasingly | |
| dilapidated parts of town. There's plenty of people to talk to, and | |
| quite a lot of things to read (more and more text!), but not all that | |
| much to do (though the "AMUSING" section clearly indicates that I didn't | |
| even scratch the surface). Overall the game is fairly easy (which is | |
| intended), the puzzles being reasonably straightforward. | |
| I discover that there are some nice attempts to help the absolute | |
| beginner along. For example, if the first thing you do is press enter at | |
| the prompt you receive a little spiel about the prompt and simple | |
| instructions. | |
| The story branches. I haven't fully explored to what extent, but I'm | |
| already impressed at the different branches that I have seen. I strongly | |
| suspect that there are different endings (probably according to which | |
| faction in the city you ally yourself to), but I haven't had the | |
| tenacity or patience to find them. | |
| Jumping zorkmids! I just noticed that the download is over 6 Megabytes! | |
| I suppose that includes pictures (which I haven't seen as I played it on | |
| a text-only interpreter). | |
| Overall it's an excellent game. It's not a puzzle-fest; it's not | |
| supposed to be. It's a conversation-fest. You can chat to (and "up" to | |
| some extent) a large number of NPCs who are all intelligently | |
| programmed. The way that the story unfolds is very well done, with | |
| different NPCs (and some books) filling in different parts of the canvas | |
| with their own style. To be honest it's not my cup of tea -- I prefer | |
| puzzles (like Metamorphoses), but I have no problems recommending this | |
| game to anyone. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Michael Bechard <mbechard SP@G ilsmart.com> | |
| TITLE: Dead Reckoning | |
| AUTHOR: David Whyld | |
| EMAIL: me SP@G dwhyld.plus.com | |
| DATE: Dec. 2003 | |
| PARSER: ADRIFT standard | |
| SUPPORTS: ADRIFT interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adrift/DeadReckoning.taf | |
| It's pretty tough to write a horror game effectively. More than any | |
| other emotion, it is hard to strike true fear into a person sitting at a | |
| computer comfortably playing a game. One has to really put the player IN | |
| the game, make them develop an affinity for the characters involved, and | |
| get them out of the mindset of a typical gamer (piddling around with | |
| every little option, restoring saved games at their leisure, etc.) Dead | |
| Reckoning comes close to doing just this, but not close enough. | |
| The game is set in the town of Morrow and leaves you, Duffy, to unravel | |
| the horrors that have come to roost there. You slowly uncover the reason | |
| why all the town's inhabitants are missing or dead while trying to | |
| rescue your friend Edwin from some unknown danger. The author describes | |
| this game as "more of a story-driven game than a puzzlefest," but I | |
| would categorize it somewhere in-between. | |
| As far as putting the player in the game, I believe Dead Reckoning | |
| succeeds, albeit marginally. A thorough implementation of all the | |
| objects mentioned in the game's text contributes heavily to the | |
| immersion factor. I found I could listen to and smell various things, | |
| even examine things that were mentioned as not being there (described, | |
| of course, as absent). Very nice. The evocative descriptions were well | |
| done too, for the most part. A nice example is: | |
| "Well, well, one of the living," says the corpse, its voice a choking | |
| rasp. As it speaks, bits of rotten skin flake off from the side of | |
| its face and drift in lazy spirals down to the dusty floor. "We don't | |
| get many living ones here anymore, do we, my brethren?" | |
| Sometimes, however, I got the feeling that the author was trying a | |
| little too hard, as in the following exchange between the player and an | |
| NPC: | |
| "I was the priest here in Morrow until... the bad things happened." | |
| "The bad things?" | |
| "Lots of bad things. An ancient evil returned to haunt us, to exact | |
| revenge for what we did." He shakes his head sadly. | |
| Quite a few things are described as "eerie" or "unsettling," when these | |
| kinds of feelings should be evoked from the player, not spelled out for | |
| them. I never really felt unsettled or afraid while playing because of | |
| my lack of affinity for the characters. I never cared about Duffy or | |
| Edwin at all during the game. Why? Because I didn't know them as | |
| characters, as "real live" people. Dead Reckoning tries a bit in this | |
| regard, unfolding bits and pieces of Duffy and Edwin's past as children | |
| in the course of play, but it left me wanting more. If I'm running for | |
| my life from some zombies, I want a reason why I should even care. On | |
| the other hand, some of the characterizations were done very well; I | |
| just wanted a little more meat to them, I suppose. | |
| As for getting the player out of the mindset of a gamer, the game | |
| succeeds. While the plot is a little linear and progress is sometimes | |
| blocked by puzzles, the puzzles aren't too hard (or numerous), and | |
| multiple endings/deaths are available. When a potential death is near, | |
| the game gives you fair warning about it. While some players may be put | |
| off by messages like, "You have a bad feeling about doing that," I | |
| appreciated the effort from the author to steer me towards the right | |
| path. Once a player dies and has to restart or restore, there's a huge | |
| break in mimesis. The previous message, while still breaking mimesis, | |
| only does so a little, and not nearly as much as restoring your game. In | |
| a horror game where the player's situation is deadly, this is even more | |
| important. I suppose one could argue that the player should never be in | |
| danger of dying in the first place, but that's another topic of | |
| discussion... | |
| Some other nitpicks I had with the game were a fair amount of typos and | |
| some small incongruencies/bugs, but they weren't that noticeable. The | |
| typos were, though. | |
| Overall, I would compare Dead Reckoning to one of the old EC horror | |
| comics; there are some real detailed, spooky descriptions and a nice | |
| zombified plot, but it leaves you painfully aware that you're "just | |
| reading a comic." However, this isn't really bad at all; I love EC | |
| horror comics, and I love horrific art in general, even if it doesn't | |
| scare me. Ergo, I liked this game. If it's not a truly chilling, | |
| engrossing piece of IF, it is a very solid, entertaining romp through a | |
| wonderfully realized, classic horror setting. | |
| Final score - 6 of 10 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [NOTE: The following is a review of an AIF ("Adult Interactive Fiction") | |
| game, and therefore contains a bit of profanity and what the TV Guide | |
| calls "adult situations." --Paul] | |
| From: Justin Cislo <jcislo SP@G buffalo.edu> | |
| TITLE: Generic New York Apartment Building | |
| AUTHOR: New Kid | |
| EMAIL: newkid SP@G killingtime.com | |
| DATE: March 1999 | |
| PARSER: TADS | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/gna.zip | |
| Generic New York Apartment Building, which was written by New Kid, is a | |
| prime example of the limitations of the genre, and especially the | |
| limitations of the sub-genre AIF. | |
| In the story, the player assumes the role of a recently hired super in a | |
| generic New York City apartment building where the residents are | |
| parodies of television characters. The twist to this game is of course | |
| the fact that the super is not your average super; he's the type of | |
| super that you would find in a cheesy adult film. The only thing that | |
| this game did not have was terrible music and the line, "I'm here to | |
| clean your pipes." | |
| Your goal in the game is to make sure that all of your residents renew | |
| their leases, and in order to do that the player must solve problems | |
| that the tenants have, and also perform sexual acts with the tenants. | |
| The luster of the adult aspect of the game wears off quite fast due | |
| largely to the fact that every situation is solved with the same | |
| commands. These commands are (kiss, rub, lick, fuck, and then the name | |
| of the female organ.) Sex may be fundamentally similar from case to | |
| case, but surely there were different situations that New Kid could have | |
| come up with. | |
| The thing that most drew me to this piece was that it had picture and | |
| sound files included with it as well; it was something that I noticed | |
| before I noticed that it was listed as AIF. The pictures and sounds that | |
| were included in this piece led me to the conclusion that neither images | |
| nor sound belong in interactive fiction. The pictures were faked nudes | |
| of television characters such as Monica and Rachel from Friends (in the | |
| game they were referred to as Rochelle and Monique). By including | |
| pictures in interactive fiction, the author steals away the ability to | |
| come up with one's own image of the characters. The sound bites are few | |
| and far between, and they become so annoying that the reader almost | |
| wants to turn off the program. The sound bites included were: a bell for | |
| the elevator, a dog bark, and a large explosion sound. The annoyance | |
| factor from the sounds and images greatly outweighed anything positive | |
| they were meant to bring. | |
| As far as puzzle difficulty goes, the game was fairly hard for me. I am | |
| a rookie to the realm of interactive fiction and I played for about six | |
| hours before I had to resort to a walkthrough for solutions. At one | |
| point you're supposed to plug a fax machine in to the wall of one of the | |
| NPC's apartments, and I never in my wildest dreams would have thought to | |
| do that. Other than that the game was very straightforward. The NPCs | |
| would call you and tell you their toilet was broken, you go and fix it | |
| with a tool, and that was what went on in the game for the most part. | |
| Generic New York Apartment Building was an okay game to play despite its | |
| shallow and juvenile story; I suppose though that if you are seriously | |
| playing a piece of AIF that you would not really care about the story | |
| being too deep. New Kid could have made the game better if he would have | |
| left out the faked photos and annoying sounds. The repetitiveness of the | |
| commands, especially the sexual ones, is one of the reasons that | |
| interactive fiction is not advancing as fast as it could be. It is very | |
| tedious to come up with different ways for problems to be solved and | |
| challenges to be overcome, but it is what the genre needs to achieve | |
| greater depth. I do not think that the problem lies solely with the | |
| writer though, machines for IF itself need to be looked at in greater | |
| depth, but anyone involved with IF knows that. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: David Jones <drj SP@G pobox.com> | |
| TITLE: The Hobbit | |
| AUTHOR: Veronika Megler, Philip Mitchell | |
| EMAIL: ? | |
| DATE: 1983 | |
| PARSER: Inglish | |
| SUPPORTS: Spectrum Emulator | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/spectrum/melbourn.zip | |
| VERSION: 1.2 | |
| What am I doing reviewing The Hobbit? No idea. I first played it fairly | |
| close to when it came out in 1983 on my old faithful ZX Spectrum. At the | |
| time it was a major release and was probably state of the art, boasting | |
| a parser, NPCs that did their own things and which you could command, | |
| and graphics. It has significant nostalgia value for me. Make sure you | |
| play the 1.2 version (it has a little 1.2 on the loading screen at the | |
| top left). The earlier version is buggy (sometimes hilariously, | |
| sometimes just frustratingly) and not possible to complete. I'm playing | |
| it on an emulator (which makes typing a whole lot easier). | |
| The Hobbit is graphical and I am playing with graphics on (mostly | |
| because I don't remember how to switch them off). For its time, the | |
| graphics weren't bad. Now they're just extremely simple. In a nice | |
| touch, one of the graphics changes as night turns to day. Not all the | |
| locations are blessed with pictures, and disappointingly Rivendell, | |
| surely one of the most alluring places in Middle Earth, has no picture. | |
| The game carries on in real time if you sit around and do nothing. | |
| Sometimes with terminal results, which frustrates my efforts to draw a | |
| map as I go. The NPCs also wander about on their own, with Gandalf | |
| popping in and out and Thorin sitting down and singing about gold. | |
| The parser is surprisingly competent, understanding GET SWORD AND ROPE | |
| and KILL THORIN WITH SWORD. But then, it also "understands" SWORD DROP | |
| AND ROPE so perhaps "parser" is a term too generous. Still, it's an | |
| accomplished effort for its time and even in modern times is bearable. | |
| Although X and Z are not implemented, words can be abbreviated (I assume | |
| to the shortest unique prefix). So EXAMINE WARG can be abbreviated to EX | |
| WAR. It tries to be a little helpful, if you have the key then "UNLOCK | |
| DOOR" works but "OPEN DOOR" does not. There are some annoying verb | |
| problems: in one place SMASH works but HIT does not. The parser | |
| sometimes has problems with disambiguation, THROW SWORD AT GOBLIN | |
| eliciting the response "WHICH TING?". | |
| Talking to NPCs can be achieved with commands like SAY TO GANDALF "GIVE | |
| ME MAP" (and a lot of the time, he will.) There's neither ASK nor TELL. | |
| As mentioned, the NPCs wander about of their own "will" and will | |
| sometimes do helpful things for you, like open a door which you could | |
| have opened yourself. They also sometimes do not so helpful things, like | |
| take objects from your possession. The NPCs can carry objects and seem | |
| to be able to do most of the things that you can, so there's clearly a | |
| high level of symmetry in the world model. For example, SAY TO THORIN | |
| "READ MAP" elicits the response: "Thorin examines the curious map. There | |
| seem to be some symbols on it but Thorin cannot read them." It can be | |
| quite amusing to play around with this stuff (you can get Thorin to | |
| carry you for example) but there's rarely any point. Frustratingly, when | |
| do you need to interact with an NPC, and you do need to in order to | |
| complete the game, they can be a little bit stubborn. | |
| Many NPCs from the book are here: Gandalf and Thorin (but not the other | |
| companions), the trolls, lots of goblins, Elrond, Gollum, Dale, the | |
| dragon. | |
| Room descriptions are brief, and object descriptions are even briefer. | |
| The first time you enter a location its picture will be drawn if it has | |
| one. It will also be drawn every time you subsequently LOOK which, since | |
| it takes more than a few seconds to draw the picture, can be a bit | |
| annoying. It will also be drawn every time you get captured (which will | |
| probably happen a lot) -- this is outstandingly annoying. Don't expect | |
| to be able to examine everything because you won't be able to. Most of | |
| the time you can only interact with the objects essential to the game. | |
| For the convenience of the game designer, the distances between adjacent | |
| locations on the map are often wildly different. You step straight out | |
| of your house into the lonelands -- there is no Hobbiton or Shire -- and | |
| from there another step to a clearing with trolls in. It's a bit | |
| bizarre. Sometimes "objects" in locations are not mentioned on | |
| subsequent visits unless you LOOK (for example a web.) Also, the | |
| description of a location when you first visit it and the (briefer) | |
| description on subsequent visits is different, and sometimes | |
| sufficiently different to be confusing. | |
| The writing is brief, basic, and flawless in spelling and grammar. The | |
| opening lines, "You are in a comfortable tunnel like hall / To the east | |
| there is the round green door", are fairly typical of the writing | |
| throughout the whole game, not even attempting to emulate Tolkien's | |
| style (thankfully). The brief style was almost certainly forced on the | |
| authors by the constraints of the machines at the time (The ZX Spectrum | |
| has only 48 Kilobytes of RAM). The story follows the book roughly, and | |
| takes in the major locations and encounters described in the book, but | |
| none of the drama and wonder of the book is captured in the game. The | |
| encounter with Gollum, the spiders, the dragon are all reduced to rather | |
| boring events. | |
| The puzzles are, I think, hard. It's a little hard for me to judge the | |
| difficulty now, because I solved the game (with one reference to a | |
| walkthrough) about 20 years ago now (eek!), so when I was replaying it | |
| for the review I was able to draw on those memories. Several of the | |
| puzzles are non-obvious, and several of them are time based. Some of the | |
| puzzles require an element of chance (or at least perseverance). The | |
| game gives no feedback for attempts that are "almost right". One or two | |
| of the puzzles would be more difficult without having read the book. | |
| Some of the puzzles can be avoided or substituted, so the game exhibits | |
| multiple solutions (although no particular puzzle does). It's quite easy | |
| to die, often without warning. It's possible to enter unwinnable states, | |
| sometimes through your own actions, but sometimes simply because the | |
| random behaviour of the NPCs conspires to kill off some crucial | |
| character or leave you stranded in a dungeon with no-one to help you | |
| escape. The game is mean, unfair, and unpredictable. There is no UNDO, | |
| but if you're playing on an emulator then emulator snapshots are a fine | |
| substitute. | |
| There are _two_ mazes: the mountains, and the goblin caves. Thankfully, | |
| in each of them each location has a unique description (its exits). This | |
| makes the mountains not so bad to map, but the goblin caves are not only | |
| vast (22 locations), but the wandering goblins will capture you | |
| returning you to their dungeon. That, coupled with the fact that whilst | |
| you're drawing your map the game will insert WAITs (giving the goblins | |
| more opportunity to wander round and capture you), makes this segment | |
| really really annoying. A bug (or a useful misfeature at any rate) means | |
| you can kill the goblins, which is the only thing that makes the whole | |
| experience (painfully) bearable. Still, no one would stand for it today. | |
| The rest of the, quite large, map is laid out a bit confusingly, which | |
| makes navigation stumbling and awkward. | |
| Overall I can't really recommend The Hobbit except for historical | |
| interest. It requires a lot of patience and random inspiration to solve | |
| (even with a walkthrough!) and doesn't offer much in reward. None of the | |
| puzzles have any outstanding "Aha!" moments; one of the puzzles might | |
| have were it not for the fact that it's in the book. None of the | |
| situations are interesting or inspiring. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: David Jones <drj SP@G pobox.com> | |
| TITLE: Max Blaster and Doris de Lightning Against the Parrot Creatures | |
| of Venus | |
| AUTHOR: Dan Shiovitz, Emily Short | |
| EMAIL: Dan Shiovitz <dbs SP@G cs.wisc.edu>, Emily Short | |
| <emshort SP@G mindspring.com> | |
| DATE: 2003 | |
| PARSER: TADS3, I guess | |
| SUPPORTS: TADS3 | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/mini-comps/SpringThing2003/parrots/parrots.t3 | |
| VERSION: version 1.0 (SpringComp release) | |
| Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus | |
| is a great title. This is space opera, in sexy pants. But first I should | |
| get a few boring things out of the way. | |
| This is a TADS3 game, the first one I've played, so I just had to | |
| compile a new interpreter, using a build system that was complicated | |
| enough to require configure but didn't use it (and I doubt it really | |
| needs to be that complicated). This does not put me in a good mood. But | |
| never mind, it does compile, and it does play the file. As ever, I'm | |
| playing without graphics. Oh yeah, another interpreter issue: on the | |
| interpreter I was using every time a conversation menu popped up it was | |
| like going into hyperspace. This is no doubt because tads3 is doing a | |
| graceless job of the curses screen management (it looks like it's doing | |
| a screen clear and full redraw. Fairly slowly). I discover BANNER OFF | |
| which pleases me greatly. That's the icky interpreter issues out of the | |
| way; I feel a bit dirty mentioning them in a review. | |
| As soon as I start playing my poor mood is dispelled. The humour is | |
| already winning me over and I've only typed 3 commands. And two of those | |
| were "i" and "footnote 1". | |
| In many ways I was reminded of Zucker, Zucker, and Abrahams. And the | |
| thing about them is that they never let up -- their humour is fired from | |
| a machine-gun. Shiovitz and Short try a similar trick, and they almost | |
| get away with it. The corny wisecracks, the cheesy lines, as long as it | |
| keeps flowing it works and it's funny. And it does flow. This | |
| description of your apparel is typical: "Rocket pants are, without a | |
| doubt, the best article of clothing ever invented. It's good to live in | |
| the future." | |
| Generally the game manages a witty banter whether you're chatting to | |
| your partner, solving puzzles, or just being mystified and examining | |
| stuff. The writing is spot on (bar a couple of minor exceptions). | |
| Speaking of your partner, you can play the game either as Doris or Max, | |
| and when they are together you can switch between them (with SWITCH TO | |
| MAX). Max is your typical space hero. He's sharp with a blaster, and has | |
| unflusterable hair. Doris is a sassy upstart agent trying to out-do Max | |
| (and trying not to fall for Max in a cheesy Cubby Broccoli sort of way). | |
| The characterisation is funny and comes across well. They're on a | |
| mission, something to do with Venusian birds taking over earth, blah | |
| blah blah. | |
| There are quite a few nice small touches. It has footnotes that are | |
| automatically numbered, so you can't tell when you missed one. It tells | |
| me about "oops" the first time I misspell something (maybe this is a | |
| standard TADS3 feature?). | |
| Max and Doris take different tracks through the adventure. Their paths | |
| are like a figure 8. They're together and the start, then they separate, | |
| they rejoin in the middle, only to separate again, and then rejoin for | |
| the finale. So, there is branching. But it's quite a shallow sort of | |
| branching. There are two points where being Max or being Doris is | |
| significant. For the first one the player has no idea that it will | |
| happen. You just get to follow the branch of whichever character you | |
| happened to be. At least for the second one you know the branch is going | |
| to happen, you just don't know what it might entail. The most annoying | |
| thing for me was that I couldn't switch after the branch point. It's not | |
| like a game where you have to solve puzzle A or puzzle B, because | |
| usually in those situations you can fiddle with puzzle A _and_ fiddle | |
| with puzzle B before you solve either one of them. Probably you don't | |
| really decide to pick one of them and solve it, it's just a matter of | |
| which one you solve first. In Max Blaster and Doris de Lightning Against | |
| the Parrot Creatures of Venus you have to pick a path before you know | |
| what lies on it. (Damn, that long name really puts me off my urge to | |
| write the title out rather than say "this game"). | |
| The reality is very linear. Initially as I raced through the | |
| introduction on rails I didn't mind, it's okay for introductions to be | |
| linear. But the rest of the game is linear too: most of the time there | |
| is exactly one puzzle to solve and nothing else to do but solve the | |
| puzzle. The linearity is enhanced by the occasional "you can't go that | |
| way because it will break the design and the narrative. Really, stick to | |
| the path that I've laid down for you" kind of message. This linearity | |
| didn't really worry me until I was stuck. Now, being stuck is ordinary, | |
| it's the normal mode for adventure games, and in a good game I don't | |
| mind being stuck. But in a good game even though I'm "stuck" I will | |
| usually have a laundry list of (increasingly improbable) things to try. | |
| And there is usually the variety of being stuck at more than puzzle | |
| simultaneously which means I can try and solve a different puzzle. | |
| Coincidentally the first time I got stuck was also around the time that | |
| I started losing faith with the game. There was a potentially dramatic | |
| situation broken by a crack in the fourth wall. I found a nasty | |
| "[Runtime error: invalid datatypes for addition operator]". I put the | |
| game into an unwinnable state but I couldn't tell if it was a straight | |
| bug or mis-design. But it was also at this point that I noticed | |
| something cute: Max and Doris notice different things and, when they are | |
| together, have to co-operate to solve puzzles. As Max: | |
| >x yellow | |
| Well, it's a small electronic thingy. With colored stripes. Not to | |
| get all technical or anything. | |
| As Doris: | |
| >x yellow | |
| There's a large yellow stripe on the left, and then smaller red, | |
| black, and gold stripes next to it. That suggests it's probably a | |
| standard-issue networking module; this is probably in there to let | |
| the computer make transmissions out into the main network. It | |
| wouldn't be hard to pop open and disable, if one were so inclined. | |
| The puzzles range from the trivial to multi-hour marathons with a mondo | |
| sandwich machine controlled by levers and switches. In fact, some of the | |
| puzzles "solve themselves" by virtue of your partner solving them for | |
| you. In an easy game this would be no bad thing, but this is not an easy | |
| game. The hard puzzles are very hard (and made a little bit harder by | |
| buggy clueing) and they don't solve themselves. So having the easier | |
| puzzles solve themselves doesn't really help anyone, because if you | |
| can't solve those you aren't going to solve the hard ones. | |
| There are hints online but in at least one case they fell crucially | |
| short of the whole answer. Ordinarily I wouldn't have read the hints, | |
| but I had already won the game and was playing through on the alternate | |
| track to write this review (see how thorough I am?) and had whacked | |
| myself out with the world's most insane lever problem that rated at | |
| least two cups of tea. As it happened I needed to do just a little bit | |
| more to sneak past the guard but I wasn't up to it and looked at the | |
| hints, which didn't help at all. Fortunately that last bit of the puzzle | |
| wasn't too hard. The hints, by the way, are as witty as the game and | |
| well worth reading and I would say that if you want to avoid banging | |
| your head against a problem for 3 hours then you should read them early! | |
| Some of the puzzles are good, some are funny, some are lame. It's a | |
| pretty mixed bag. The final section includes a timed puzzle, but at | |
| least it's totally obvious that it's timed (so you can save) and it's | |
| kind of optional and not too hard. | |
| At a couple of points I was impressed by a Nethack-like tendency in the | |
| game. There is an inexhaustible supply of pills, you can take as many as | |
| you like (one at a time; cut-and-paste is the obsessive pill-picker's | |
| friend). You can leave piles of pills around in various locations. There | |
| doesn't seem to be an inventory limit (not that I would want a limit), | |
| so you can carry mind-boggling amounts of stuff. You can find all sorts | |
| of problems with the parser. It's amusing (if you're me) and pointless. | |
| And it slows the game down, but really that's my own fault for having 40 | |
| odd pills and 30 odd novelty beak polishers. | |
| Another thing that struck me as being borrowed from Nethack (to be | |
| honest I would be surprised if the authors have had any experience of | |
| Nethack, but I have had lots so I often think "Oh yeah, it's just like | |
| how it works in Nethack") is the epistemic object descriptions. A pill | |
| is a "pill" when first discovered, but, when you discover that you can | |
| eat it, it becomes a "food pill". Similarly, a different object changes | |
| its initial name to become a "screen disruptor". (It's also reminiscent | |
| of the mongoose in Pirate Adventure.) All this nonsense with objects | |
| changing their descriptions is quite nice, but it is also the source of | |
| some unfortunate bugs. At one point I discovered that I could "show max | |
| the disruptor," but I couldn't show him the object that changes into the | |
| disruptor (it gives a runtime error, oops!) | |
| For the first few hours the humour was winning me over, the linearity | |
| wasn't bothering me, and I hadn't found that many bugs. I suspect the | |
| earlier parts of the game are more polished than the later parts, and as | |
| I played more I found more and more bugs. These were things like | |
| unimportant objects not being examinable, or it not being possible to | |
| disambiguate some object (this is a TADS thing isn't it?), or | |
| inconsistent choices of disambiguation. Some of them were more serious, | |
| like a TADS runtime error, or a crucial component in a puzzle being | |
| incorrectly described, or a plausible phrasing for an action in a long | |
| and crucial sequence not working and giving a misleading response. | |
| In the end the bugs wore me down and I come away from the game somewhat | |
| dissatisfied, despite some great writing which I found quite witty, a | |
| pair of appealing characters, and some interesting puzzles. I suspect | |
| that the game's length (7 hours of play for me on my first time through | |
| as Doris) meant that the quality suffered. The bug-finding and | |
| bug-fixing will have been spread more thinly. If I had taken a less | |
| thorough look then I suspect that I would have come away happier. So | |
| that's what I recommend to you. Play it, have a laugh, read the | |
| walkthrough early, and don't poke around too much. You'll have fun. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Sam Kabo Ashwell <ska24 SP@G cam.ac.uk> | |
| TITLE: Necrotic Drift | |
| AUTHOR: Robb Sherwin | |
| EMAIL: beaver SP@G zombieworld.com | |
| DATE: 2004 | |
| PARSER: Hugo | |
| SUPPORTS: Hugo interpreters | |
| AVAILABILITY: IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/hugo/ndrift.zip | |
| VERSION: Release 1 | |
| Necrotic Drift contains all the elements you'd expect of Robb -- | |
| bittersweet schmaltz, randomised combat, human, sympathetic characters, | |
| tangential epigrammatic title, brilliant squick-out humour, big | |
| textdumps and a streak of geek a mile wide. There are plenty of | |
| references to previous Sherwin games, particularly Fallacy of Dawn and | |
| Chicks Dig Jerks. It's his biggest and most skilful game to date. | |
| Big, but linear. You have an intro section (near-isomorphic to the | |
| Fallacy of Dawn intro), then another intro, then a run-up, and *then* | |
| the game proper starts. After that, you have an endgame and an epilogue. | |
| At most significant steps, there will be a great big textdump; I don't | |
| object to these too much, but they certainly add to the game's apparent | |
| size. Nonetheless, it plays relatively quickly; most of the puzzles are | |
| pretty straightforward, and the game gives you a pretty good idea about | |
| what you should be aiming at next. (Sometimes this is a little | |
| heavy-handed, as in the bit where an ally starts clearing a barrier and | |
| suggests you look around for items that might be useful beyond said | |
| barrier; generally they're pretty good, though). | |
| Compared to previous games of Robb's, it's much more technically sturdy; | |
| not too many awfully obscure puzzles, no jagged edges a betatester | |
| should have caught, better implementation all-round. The old problems | |
| are still there, though; the one item you need to use in a room is | |
| generally strikingly prominent, scenery objects are often very flat and | |
| unresponsive. Of course, the scenery is brought alive very well in room | |
| descriptions and so on -- it just doesn't handle interactive poking | |
| around too well. One or two puzzles seemed very illogical or badly | |
| flagged up, and I underwent a lot of frustrating death at one point | |
| before seeking out hints; most were along the lines of 'you just found | |
| this item so it must be the one for the next puzzle'. I also note that | |
| Sherwin has at last developed his combat system above the 'I attack, but | |
| miss, the skeleton! The skeleton attacks and hits me!' level that so | |
| thoroughly killed A Crimson Spring, albeit only to add amusingly awkward | |
| battle-cries. Of course, since the thing is a D&D parody, formulaic | |
| combat descriptions are par for the course. I doubt it'd lose much to | |
| audiences unfamiliar with D&D, however; everything that needs to be | |
| explained is explained, and there are contextual jokes but not really | |
| any in-jokes. | |
| The game managed to convey a pretty damn good feeling of the urgency of | |
| the situation and the trepidation about moving into unknown areas. On | |
| the other hand, when the annoyingly low inventory limit forced you to | |
| scuttle back and forth looking for abandoned items at far corners of the | |
| mall, this effect was lost somewhat. (This also tended to happen during | |
| Dramatic Confrontations, which were kind of undermined by having the | |
| ability to run off and come back multiple times). There's a principle in | |
| IF theory that, in character-driven games, descriptive writing should | |
| convey as much about the character and his world as about the object | |
| described; this game goes joyously and superbly over the top with this | |
| principle. This compensates for the lack of physical detail to a great | |
| extent. The confinement and triviality of the Mall (and the intimate | |
| knowledge Duffy has of it) give us a very good idea of how narrow | |
| Duffy's horizons are. While in FoD New Haz felt like a sprawling | |
| metropolis or at least a very big town, here it feels like a | |
| claustrophobic little dead-end. | |
| The multimedia works and it doesn't work. The use of images has improved | |
| significantly; in FoD, the images were used kind of inconsistently, with | |
| some inventory items having objects and others not. In ND they're | |
| sharper and better used. There are a great many images, they contribute | |
| greatly towards setting the mood and establishing characters, and it's | |
| obvious that a monumental amount of care and effort has gone into them. | |
| Some images of characters still seems a little awkward and | |
| obviously-posed, however. Subject-matter makes things tougher, too -- | |
| even if you've got a multi-million CGI and modelling team behind you, if | |
| you're depicting the undead you've only got a one in three chance that | |
| it won't look ludicrous. Given that, much of this was pretty impressive, | |
| and where it was cheesy it was forgivable. | |
| The use of music wasn't as good. I found it kept fading out into | |
| nothing, and then when a new piece of music was triggered it'd cut in | |
| jarringly. I get the distinct impression that Robb, like quite a few | |
| other authors, is trying to use IF as a poor man's cinema; perhaps | |
| consciously so. The thing is, music is hard to get right with IF. Both | |
| are non-static media, but IF's non-static nature is interspersed with | |
| static blocks of reading time, particularly in this game. You'll get a | |
| dramatic chord and -- whoa, a zombie image! -- but you'll have read down | |
| three lines of text before the zombie *actually* jumps you. It's like | |
| watching a movie where the dialogue is properly in sync but the music is | |
| a few beats off. I think music has applications to IF, potentially, and | |
| I can see that this is more or less going in the right direction -- it's | |
| aimed at atmospheric background mood-setting stuff, and as such it's | |
| well-chosen. Those cut-ins need work, though I don't know how you'd | |
| manage that ideally. | |
| The Love Interest is, zombies aside, the real focus of the story, and | |
| it's handled well. It becomes pretty obvious that undead-fighting -- | |
| much like D&D -- is a great excuse for Duffy to ignore his relationship | |
| crisis. The relationship stuff isn't deeply original or earthshakingly | |
| moving, but it's very human. It works least well, perhaps, at the more | |
| tender moments -- much like the protagonist's life-affirming speech to | |
| the demon wherein he explains why he plays D&D. Sherwin is eminently | |
| comfortable with crafting humour, but it feels that there's less craft | |
| in the heartfelt stuff. No shame in that; writing heartfelt stuff is | |
| hard. The typical authorial error (thinking heartfelt stuff needs *less* | |
| craft because it's heartfelt) doesn't look as if it's been committed | |
| here, but I think this is an area that could do with being addressed. | |
| Modern audiences have been saturated with tacky pop-culture | |
| representations of the subject; it's a cliche minefield. Re-used phrases | |
| and sentiments seethe around it. They need to be avoided like the | |
| plague. | |
| I played in tandem with Jacqueline Lott; she objected vehemently to the | |
| unavoidable ending. The problem I have with it is that the emotional | |
| guts of the piece are kept at arm's length from the player, either | |
| entrenched in the middle of big passages of text or as involuntary | |
| actions. For Jacqueline, this was annoying because you couldn't | |
| influence the outcome; for me, it was annoying because it made me less | |
| involved with the outcome and hence cared less about it. Inevitable | |
| outcomes are fine in my book, but the bulk of an IF story (and hence its | |
| major developments) should really be interactive. | |
| Now, I loved Fallacy of Dawn to bits, and this is clearly a better game, | |
| on many many levels, than Fallacy of Dawn. (Sorry for going on and on | |
| with the comparisons, but this game invites comparisons, plies them with | |
| hors d'oeuvres and wine, and then suggests an S&M orgy to them once | |
| they're good and drunk). So why do I feel more indifferent towards | |
| Necrotic? Mostly, I think, because it's not enough of a departure. We | |
| have crudely wisecracking geeks in a grimy, dystopic future, | |
| well-employed graphics, a sassy girlfriend and a crass best buddy who | |
| follow us about... to be honest, it feels more like a liberal remake | |
| than a sequel. And y'know how remakes are never looked on as fondly even | |
| if they're technically superior? Right. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jeff Howell <howell.jeff SP@G gmail.com> | |
| The first thing a potential player is likely to notice about Necrotic | |
| Drift is its size. 38MB is a huge filesize for what we've become used to | |
| thinking of as 'text adventures'. It's worth the download if you've got | |
| even reasonably fast dial-up, and anyone with broadband shouldn't even | |
| be thinking twice about it. Included in this package is a .pdf manual, | |
| presented as a copy of 'Which Witch?' magazine. It's a nice feelie, and | |
| although the language is needlessly colorful in parts, is good for a | |
| chuckle. Instructions for playing the game are included in the .pdf, and | |
| integrated nicely as part of the magazine. | |
| The game starts off fairly slowly. The opening scenes really don't mesh | |
| well with the rest of the game, and some of the dialogue and two of the | |
| main character's friends are truly unpleasant. I can see the point to | |
| some of what goes on here: it does establish some of Jarret's (the main | |
| character) personality and his situation in life. All of this is in | |
| retrospect, though. At the time, it just felt sort of forced, | |
| occasionally amusing, and largely pointless. The beginning of a game | |
| should grab a player's interest, not make them think "I'll give it a few | |
| more turns to see if anything more interesting happens." The game does | |
| pick up nicely, thankfully. The writing is superior after the slow | |
| start, and both the audio and graphical aspects, not normally seen in | |
| IF, add a great deal to the experience. | |
| At its most basic, Necrotic Drift is Survival Horror in IF style. Jarret | |
| can only take so much damage before the game ends, and there are a | |
| number of 'surprise' attacks in darkened corridors. But there's a lot | |
| more here than blasting everything in sight, primarily because standard | |
| weapons aren't in great supply. This is IF, and in IF, puzzles rule. | |
| There are specific ways to get past every obstacle, all very logical, | |
| but all requiring that the player pay very close attention. There's a | |
| lot to notice, many small details that the author has added that really | |
| add to the atmosphere of the game, and many of those are important. More | |
| than likely, you won't manage to get through on the first attempt, but | |
| that makes success that much more satisfying when it comes. | |
| None of the puzzles are all that difficult on a second attempt, if the | |
| player is paying attention, but that's not really the point of the game. | |
| The conversations and encounters drive what is, at it's heart, a story | |
| about relationships. There's as much being said here about loss, love, | |
| and friendship as there is about beasts that go bump in the night, and | |
| that's what really marks Necrotic Drift as a superior game. The plot is | |
| linear, and there seem to be some unavoidably tragic parts, but that's | |
| okay. The story is a quality one and if there's some sadness to go along | |
| with that, well, sometimes a bit of sorrow is necessary to make the | |
| happiness seem that much more valuable. | |
| SUBMISSION POLICY --------------------------------------------------------- | |
| SPAG is a non-paying fanzine specializing in reviews of text adventure | |
| games, a.k.a. interactive fiction. This includes the classic Infocom | |
| games and similar games, but also some graphic adventures where the | |
| primary player-game communication is text based. Any and all text-based | |
| games are eligible for review, though if a game has been reviewed three | |
| times in SPAG, no further reviews of it will be accepted unless they are | |
| extraordinarily original and/or insightful. SPAG reviews should be free | |
| of spoilers, with the exception of reviews submitted to SPAG Specifics, | |
| where spoilers are allowed in the service of in-depth discussion. In | |
| addition, reviewers should play a game to completion before submitting a | |
| review. There are some exceptions to this clause -- competition games | |
| reviewed after 2 hours, unfinishable games, games with hundreds of | |
| endings, etc. -- if in doubt, ask me first. | |
| Authors retain the rights to use their reviews in other contexts. We | |
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