| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #44 | |
| Edited by Jimmy Maher (maher SP@G grandecom.net) | |
| April 30, 2006 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #44 is copyright (c) 2006 by Jimmy Maher. | |
| Authors of reviews and articles retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| ARTICLES IN THIS ISSUE ---------------------------------------------------- | |
| The SPAG Interview: Graham Nelson and Emily Short on Inform 7 | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Akari's Story | |
| All Hope Abandon | |
| The Baron | |
| Damnatio Memoriae | |
| Dracula: The First Night | |
| Pantomine | |
| The Potter and the Mould | |
| Threnody | |
| The Warlord, the Princess, and the Bulldog | |
| SPECIFICS | |
| ========= | |
| The Baron | |
| EDITORIAL------------------------------------------------------------------ | |
| From the department of the obvious: This issue is late. For that, I heartily | |
| apologize, both to SPAG's readership and (especially) to those who sent in | |
| content and have been patiently waiting for it to appear. Now, however, I will | |
| haul out my excuses. The first two weeks of delay were entirely due to my own | |
| personal situation. I was in the midst of completing my university coursework | |
| for the semester, and just did not have the time to do an adequete job with | |
| SPAG. The next week of delay was to allow the Spring Thing competition to end, | |
| and for me to print Mike Snyder and Dan Shiovitz's eloquent analysises of the | |
| games that were entered there. Finally, I had the opportunity to interview | |
| Graham Nelson and Emily Short about the forthcoming (and potentially | |
| revolutionary) Inform 7 for the price of one more week's delay, and I just could | |
| not pass it up. The good news, though, is that we have another very substantial | |
| issue here, thanks once again to all of you, featuring commentary on some fine | |
| examples of present-day IF. | |
| I have been thinking a fair amount lately about the current state of the art in | |
| IF. If we date the beginning of the modern era from the beginning of the IF | |
| Competition in 1995, we are now far enough into same that larger trends might | |
| start to assert themselves. Modern IF, in short, has a history of its own now | |
| apart from the larger story of IF as a whole. Prompted partially by some recent | |
| (and occasionally heated) discussion on the newsgroups, I find myself wanting to | |
| understand those trends. Whether my analysis will be correct in the end only | |
| more time and the better perspective it brings will tell, but I am going to | |
| briefly describe the way I see IF's recent evolution. | |
| I think we might call the first six or seven years of modern IF, from 1995 to | |
| 2002 or so, the era of experimentation. It was marked by an explosion of games | |
| that seemed determined to sort out just what this medium could do and be now | |
| that it was freed from the commercial constraint that "IF" must be a synonym for | |
| "(text) adventure game." That First Competition included C.E. Forman's Mystery | |
| Science Theatre 3000-ization of Detective, Garath Rees' one-room experiment The | |
| Magic Toyshop, and Neil Demause's bizarre self-referential Undo. As time wore | |
| on, such experiments in form continued unabated. I am thinking of works like | |
| Aisle, The Space Under the Window, Shrapnel, and many others here. Even the | |
| much-loved Photopia could fall into this category. (Can we remove all of the | |
| gamelike elements from IF and still make it compelling?) Galatea fits as well. | |
| (Just how believable of an NPC can we manage with our current tools, and can we | |
| build an interesting work around nothing but interaction with her?) Of course, | |
| this was not ALL that was going on. Plenty of traditional text adventures were | |
| being written as well. Still, I think I see a trend here, and possibly a | |
| dominent trend. | |
| The works I have just mentioned, and many similar ones I did not, were all | |
| important, indeed essential, to IF's artistic growth. They were, however, also | |
| somewhat limited in their artistic success by their very natures as formal | |
| experiments. I do not think that Neil K. Guy felt compelled to tell the story | |
| of an average fellow in a grocery store, and decided that a one-move work of IF | |
| was the best way to do that. Similarly, and perhaps more controversially, I do | |
| not really see Emily Short as writing Galatea with the primary intent of | |
| illuminating the title character for her players. I think she wanted to | |
| experiment with conversation in IF, and chose Galatea after making that decision | |
| as a clever and interesting subject. (Photopia, on the other hand, I will leave | |
| alone as the exception that proves the rule.) | |
| I had a creative writing teacher once who gave me some advice I have never | |
| forgotten. She told me that the form of a work should arise organically from | |
| the nature of what the artist is trying to express. This remark was made in | |
| response to the trend nowdays in fiction to break the rules seemingly for the | |
| sake of it through the employment of fragmentation, deliberate grammatical | |
| errors, colors and odd typefaces, etc. Such things, my teacher told me, should | |
| only be used if the artist cannot get her message across without them. | |
| Otherwise, they merely draw the reader's attention to the surface of the work | |
| and away from its real heart. They are, in short, mere showboating by the | |
| author, who seems to be crying, "Look at me! Look how very clever and | |
| postmodern I am!" One is often left to suspect that the heart of the work is in | |
| fact empty, and thus all its author has to work with is its surface textures. | |
| I don't mean the preceding to sound as harsh as it possibly might in the context | |
| of this discussion about IF. I don't see the authors of any of the works | |
| mentioned above as being guilty of showboating for its own sake in the way that | |
| irritates me with authors of postmodern fiction. What I do see, though, is | |
| these authors working out through experimentation and trial and error just what | |
| the tools of IF really are, and what can and cannot be done with them. Think of | |
| Renaissance artists discovering the rules of perspective through a series of | |
| sketches. The IF works I have been discussing are works of real quality, | |
| interest, and historical importance, but they are also limited by the very | |
| motivation behind their creation. Their authors did not say, "I have this | |
| amazing story -- (or, depending on the nature of the work, amazing game) -- to | |
| communicate, and this form is the best way to do so." It rather seems to me | |
| that the form came first, and the details of the story/game followed. This does | |
| not make the works any less clever or important, but it does give them a certain | |
| coldness or even, to use a word batted rather recklessly about the newsgroups | |
| recently, pretension. As was also mentioned, though, pretension is not always a | |
| bad thing, and is often necessary for the advancement of an artform. | |
| I believe I see a change in the games being produced by the community in the | |
| last few years. The formal experiments have decreased considerably in number. | |
| Increasing in number, though, are works that internalize the fruits of that | |
| experimentation, as well as the considerable body of design theory the community | |
| has built up over the years, in the service of their artistic intent, rather | |
| than the other way around. Take Vespers, winner of last fall's Competition, for | |
| example. It tells a story that I personally find as emotionally compelling as | |
| Photopia, yet it manages to also do something Photopia did not: to put the | |
| "interactive" into its "interactive fiction." The narrative and the crossword | |
| are in perfect balance. | |
| For an artist to create great work, she must first understand her tools. Just | |
| possibly, we in the IF community are finally reaching that stage. It may be | |
| that in ten years whoever is editing SPAG will point to the last few years as | |
| the first rumblings of the artistic maturity of IF. | |
| IF NEWS ------------------------------------------------------------------- | |
| NEW WEB-BASED Z-MACHINE TERPS | |
| Wei-ju Wu has developed a new Java Z-Machine interpreter. Everyone who is still | |
| using ZPlet to imbed IF games in their web pages should definitely take a look, | |
| as Wu's program is already at version 0.89 much more attractive and capable. | |
| Also, Q.P. Liu has written a Z-Machine interpreter entirely in JavaScript (!). | |
| It's a bit slow, but may be worth a look. | |
| http://sourceforge.net/projects/zmpp | |
| http://www.geocities.com/qpliu/if | |
| THE 2005 XYZZY AWARDS | |
| IF's equivalent of the Oscars, for the best games released during the previous | |
| year, were recently announced. My, what a good year Jason Devlin had. | |
| Congratulation to all of the winners! Visit the XYZZY News website for a | |
| complete transcript of the ceremony from the IF MUD. | |
| Best game: Vespers, by Jason Devlin | |
| Best writing: Vespers, by Jason Devlin | |
| Best story: Beyond, by Mondi Confinanti (Roberto Grassi, Paolo Lucchesi, and | |
| Alessandro Peretti) | |
| Best setting: Vespers, by Jason Devlin | |
| Best puzzles: Distress, by Mike Snyder | |
| Best NPCs: Vespers, by Jason Devlin | |
| Best individual puzzle: Following the murderer in Beyond, by Mondi Confinanti | |
| (Roberto Grassi, Paolo Lucchesi, and Alessandro Peretti) | |
| Best individual NPC: The storyteller in Whom the Telling Changed (by Aaron A. | |
| Reed) | |
| Best individual PC: Wendy Little In Tough Beans, by Sara Dee | |
| Best use of medium: Mystery House Possessed, by Emily Short | |
| http://www.xyzzynew.com. | |
| SPRING THING 2006 | |
| The Spring Thing competition has just wrapped up as I am writing this. Thanks | |
| to Greg Boettcher for administering it for a third year, and to Mike Snyder and | |
| Dan Shiovitz for their timely reviews of the games to be found in this very | |
| issue. All four games are eminently worth playing, but this is after all a | |
| competition, and so the results were as follows: | |
| 1. The Baron by Victor Gijsbers | |
| 2. The Potter and the Mould by Robert Street | |
| 3. Pantomine by Robb Sherwin | |
| 4. The Warlord, the Princess, and the Bulldog by David Whyld | |
| SPAG NEEDS YOU! | |
| Once again you folks have come through for me, helping out with reviews of older | |
| games to clear much of my backlog. There are always more being released, | |
| however, so your work and mine never really end. Would we really want it any | |
| other way? | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Eragon | |
| 2. A Spot of Bother | |
| 3. 1893: A World's Fair Mystery | |
| 4. Finding Martin | |
| 5. Swineback Ridge | |
| 6. Mystery House Taken Over games (any, some, or all!) | |
| 7. Remaining IF Comp 2005 Games | |
| 8. Dracula: The Arrival | |
| 9. 2k Competition 2004 Games | |
| 10. IntroComp 2005 Games | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| We may someday look back upon April 30, 2006, as a hugely significant day in the | |
| history of IF. If you haven't heard yet, Graham Nelson has today released the | |
| latest version of his Inform IF development language. Actually, thinking of | |
| Inform 7 as just an update to Inform 6 does not begin to do it justice. It is | |
| in fact a major paradigm shift, not just for Inform but for IF development in | |
| general. Inform 7 allows its user to create IF not through a conventional | |
| programming language but through natural language descriptions of the | |
| environment to be simulated. The result is a tool that both Graham and his | |
| closest partner in Inform 7's development, Emily Short, feel is both more | |
| powerful and flexible and much easier to use than Inform 6, and that has the | |
| potential to expand IF's authorship community immensely. The presentation side | |
| of things has also not been neglected. Inform 7 games are developed within a | |
| slick and professional IDE (available for Windows and Mac OSX), and can be | |
| packaged for release with cover art that is automatically displayed at run-time | |
| on interpreters equipped with the ability to do so. I encourage every one of | |
| SPAG's readers to visit the Inform 7 website at http://www.inform-fiction.org to | |
| see for yourself. I think you will come away excited and impressed. | |
| Graham and Emily were kind of enough to take time during the hectic final days | |
| of Inform 7's development to talk with SPAG. Their interview follows. | |
| SPAG: We all know what Emily has been up to recently, namely authoring a | |
| string of interesting and important games. You, Graham, had however retired | |
| from the limelight completely. I had assumed that you had lost interest in IF | |
| and moved on to other things. Now that I realize that is not the case, I | |
| wonder just how long you have been working on Inform 7. Could you briefly | |
| describe its development history for us? | |
| GN: I tend to get involved publically only when I feel I have something to say, | |
| I suppose, but my apparent invisibility in recent years is partly an aspect of | |
| the natural life-cycle of community software. Inform 6 is not gcc, or emacs, or | |
| even curl, but it is (I hope) a fairly dependable command-line tool. After rapid | |
| flux in 1993-96, during which Informs 1 to 5 never stood still long enough to be | |
| debugged, I spent about six months recoding the compiler from first principles - | |
| this was Inform 6. It then needed stability and a trustworthy infrastructure of | |
| support and documentation. In 1999-2001, spurred on by the kindness and interest | |
| of Mike Berlyn and later David Cornelson, I worked mainly on the Designer's | |
| Manual, notionally the fourth edition (people took to calling this the "DM4") | |
| but really the first to be a genuine book. Gareth Rees's editing forced me into | |
| doing the job properly: the best kind of editor is also the author's conscience. | |
| The DM4 is the scene of a collision between two quite different books - one on | |
| the history and practice of IF, the other on Inform 6 - but perhaps that is what | |
| gives the book its cult status, if I can call it that. I have always rather | |
| liked hand-made books which expose the inner landscape of the writer - Robert | |
| Harbison's "Eccentric Spaces", say. Sometimes such books put a spurious | |
| intellectual gloss on individual captivations which leave others cold, or worse, | |
| embarrassed: and they can be awfully gauche, like "Godel, Escher, Bach", or just | |
| plain mad, like "The White Goddess", but there's a kind of honesty in them. I | |
| don't compare myself, but the DM4 belongs to that genre. It continues in print, | |
| and Dan Sanderson published a third impression just this month - actually, I | |
| received the first hardback copy today. Buy early for Christmas. | |
| After 2001, Inform 6 stabilised to its published description. The Inform- | |
| maintenance mailing list organises bug fixes - Roger Firth, Cedric Knight, David | |
| Kinder and other fine people do all the work; I doze benignly on my peacock | |
| throne, occasionally murmuring when something radical is said, but otherwise | |
| leaving Inform 6 maintenance to the professionals. A few years ago, Roger asked | |
| me what would be the next step forward for Inform 6: I think I disappointed him | |
| a little by saying that I wanted stability. People do sometimes push for, say, | |
| Java-like exceptions, or other new linguistic features, but I think they would | |
| add little. While there are minor process improvements to Inform 6 which I think | |
| would be helpful - more transparent Unicode support, for instance, a little more | |
| work on Glulx compilation - and while we do need more reliable unit testing, | |
| Inform 6 is in an essentially final state. | |
| So in 2001-02, I felt that I had pretty well said what I wanted to say about IF. | |
| Except... Off and on, I worked on a little draft of an IF, which never got much | |
| further than a few scenes because I kept grinding to a halt. I found using | |
| Inform at the command line to be fussy, inelegant. To start a project took ages. | |
| And why was I typing so much verbiage just to establish that one thing was in | |
| another, and so forth? I formed some hazy thoughts about what would be a better | |
| interface, but they seemed hopelessly unrealisable. | |
| But over 2002-03, I began again in earnest, and persuaded Andrew Hunter to join | |
| the project. I had by now written what I thought of as the "Book of Inform", a | |
| brief description of how Inform should present itself to the user - the name | |
| being a homage to Jef Raskin, who wrote a similar "Book of Macintosh" at Apple | |
| twenty years ago. Andrew, who had already written a beautiful Z-machine | |
| interpreter for Mac OS X - Zoom - agreed to take on the coding of the user | |
| interface: I would write the actual compiler inside, and the two together would | |
| be Inform 7. The final interface isn't exactly as once specified - many ideas | |
| came later and were Andrew's, not mine - but it's pretty close to the original | |
| "vision", if I can call it that. David Kinder's user interface for Windows came | |
| later and is in some sense a clone of the Mac OS X one, but they have no code in | |
| common - his is an independent miracle of programming. | |
| The history of Inform 7 can be divided into five: initial sketches and false | |
| starts; completion of a superficial, but just about IF-capable first draft (it | |
| was this that Emily used to write "Mystery House Possessed", whose banner was | |
| the first public appearance of the words "Inform 7"); going back to the drawing | |
| board, which meant fairly intensive study of linguistic semantics and even a | |
| little philosophy of language; realising that the new features added as a result | |
| of this had enormously expanded the scope of Inform, and developing the | |
| consequences; and finally, polishing, documenting, finishing up. | |
| I hope it will not be thought that I am the only begetter of Inform 7. Emily | |
| Short became increasingly closely involved after the first year, and went from | |
| being an adviser to becoming - as she now is - in practical terms co-regent. | |
| Andrew Plotkin remained an occasional adviser, so his contribution was more | |
| modest, but he injected exactly the right radical ideas at the right time. | |
| Emily, want to talk about what it was like from your point of view? | |
| ES: I, er, gosh. A blur. I guess I spent roughly a year filing hundreds of | |
| fiddly bug reports and writing long, annoying email about all the difficult | |
| features I wanted added; and another year or so writing test code and examples | |
| and full games. So during the first part I spent a lot of time thinking about | |
| what the strengths of the system were, and how they could be enhanced -- whether | |
| there were ways to generalize or abstract the things that it already did, to | |
| make them more powerful. The second half was turning around and applying those | |
| things again, and making sure Inform really could handle all the applications I | |
| envisioned for it. There are still, oh, two dozen or so directions I want to | |
| develop further, but it's time to let other people have a crack at it too. | |
| SPAG: Many Internet programs, especially those intended to be used by a | |
| community, are written in public, with open source and frequent published | |
| drafts. Why is Inform 7 only now making its first public appearance? | |
| GN: Partly my nature, no doubt. TADS 3 has had a much more open process - and | |
| perhaps a more confident one. I will certainly plead guilty to being a control | |
| freak. The hard decisions are what to take out, not what to put in, and that | |
| becomes more difficult when there is a nascent user base. (Also, you need to be | |
| careful which wish-lists to read: the wish-list you need to pay most attention | |
| to is the one written by a designer of actual IF, not a well-motivated | |
| bystander.) | |
| Had Inform 7 been developed in open source, I am fairly sure it would now be an | |
| elaborated version of the superficial prototype, and that it would be much the | |
| poorer. And it ought to be remembered that for at least the first year of the | |
| project, I wasn't at all sure it would ever work - "work" in the sense of being | |
| capable enough to be useful. | |
| I do not quite buy the argument put by Eric Raymond in "The Cathedral and the | |
| Bazaar", that the bustling, self-organised world of the bazaar gets things built | |
| better and faster than the secretive clergy. I suspect he chooses a cathedral to | |
| rebut the famous passage in Brooks's "The Mythical Man-Month", which points to | |
| the aesthetic triumph of those cathedrals whose masons stuck to the original | |
| design conception, rather than adding incoherent but fashionable motifs in each | |
| generation. But I think Brooks is right more often than Raymond. (Actually, we | |
| need both kinds of software development: we need both Linux and Mac OS X, the | |
| classically open bazaar and classically secretive cathedral - they keep each | |
| other honest.) | |
| In particular Raymond's argument seems to me applicable only to programs whose | |
| basic operation is clearly understood by all parties in advance. The bazaar gave | |
| us Linux, but Linux was essentially a duplicate of an already very well | |
| established mode d'emploi, as we might say. To be fair to Raymond, though he | |
| says some silly things about academia and is somewhat in the thrall of the Ayn | |
| Rand and Robert Heinlein school of society - I'll bet he read "Farmer in the | |
| Sky" as a kid, and thought it just dandy - let me note that his actual writings | |
| are more pragmatic and less ideological than the 20-point headlines printed | |
| above them. I think Raymond accepts that all projects go through both cathedral | |
| and bazaar phases. | |
| Besides, these two cultures often overlap. Chartres cathedral used to have an | |
| actual bazaar in it, in the middle ages - you could buy vegetables, or even | |
| livestock, and it must have been mayhem sometimes: but that was all right, | |
| because the occasional runaway piglet was never going to be able to knock over | |
| the columns holding up the walls. Well, if Inform is a cathedral, its explicit | |
| support for extensions is the equivalent of inviting the townsfolk in to set up | |
| their stalls. | |
| To give a perhaps ridiculous example - only I don't think it is ridiculous - of | |
| what I mean by holistic design, over the last week we have been worrying about | |
| the colour of two of the icons used in the Scene index. This tiny corner of the | |
| user interface is based on the metaphor of traffic lights - the icons are green, | |
| amber, red. But was the middle colour too yellow? (We looked at photographs of | |
| actual British and American traffic lights at this point.) And was a round shape | |
| quite right, or would it wrongly suggest affinities with other round elements in | |
| the user interface? We didn't spend long on this, but we went through five | |
| iterations of icon designs, and it was time worth spending. I think my ideal for | |
| software may not be as ambitious as a cathedral, but it is good to try to build | |
| something like a Charles Rennie Mackintosh house: one in which the furniture, | |
| the decor and even the cutlery are part of the line of the whole. | |
| The question, of course, is whether anyone would feel able to sprawl out and | |
| relax in a Charles Rennie Mackintosh house. We shall see. | |
| SPAG: Until now, there have been two paradigms for the development of IF. | |
| There is the programming model, which brings great power and flexibility but | |
| can be difficult to learn, especially for the non-technical. And there is the | |
| GUI-based model, which is quick and easy to learn but sacrifices power for | |
| ease of use. With Inform 7's natural language model, you have introduced a | |
| third way. What led you to the idea of using natural language for IF | |
| development? | |
| GN: It's funny: I used to think that conventional styles of programming "bring | |
| great power and flexibility", but now I'm not so sure they do, in this | |
| particular arena - though I certainly accept that they are way ahead of point | |
| and click models. | |
| I think it is significant that the impetus for natural language came out of a | |
| desire for better semantics, not better syntax. Many systems which adopt | |
| English-like scripting languages do so in a way which might be called | |
| "procedural programming plus syntactic sugar", and the result is seldom very | |
| edifying, except to produce readable configuration files now and then. | |
| The answer is that this came out of a tiny piece of unfinished business from the | |
| DM4. One of the last chapters to be written in the DM4 was a formal semantic | |
| description of the Inform world model - semantic in the sense of linguistics, | |
| not computing: there were sections on how time, space, and so forth were | |
| conceptualised. I would read this - mostly lucid, mostly precise - and then look | |
| at the quite horrible expression of the same ideas in the Inform 6 library, | |
| which is written in Inform 6 code. And I would think: why can't Inform simply | |
| read the world-model chapter of the DM4, and use that as its library? | |
| ES: I confess that when Graham originally wrote to me to say he was working on a | |
| natural language version of Inform, my reaction was, er, extreme skepticism. I | |
| didn't see how such a system could be anything but infuriating to program in; | |
| the natural language bit seemed to be at best a way for the novice to sketch out | |
| some rooms and objects, but I imagined the real work would have to be done at | |
| the I6 layer, and that anyone half-competent at I6 would probably find they | |
| preferred just staying at that level. So I wrote back what I hope was a polite | |
| letter, expressing an interest in seeing what he came up with, but hinting that | |
| trading Inform's native power for this sort of convenience would be a serious | |
| mistake. I also had some concerns about the fact that this kind of language | |
| would be less accessible to non-English speakers. | |
| At some point, though, I started to realize that this natural language business | |
| had deeper implications than I had previously appreciated, to do with making the | |
| parser and the world model and the output all work together properly, and that | |
| it was adding power to the system, as well as readability; which is the point at | |
| which I became really committed to working on the project through to the end. | |
| SPAG: I understand that Inform 7 is not really a compiler, but rather a pre- | |
| processor that generates Inform 6 code, which is then in turn compiled by the | |
| Inform 6 compiler. Was there any reasoning behind this choice beyond | |
| technical expediency? | |
| GN: Well, again, I hope it will not be thought that Inform 7 "is" the compiler. | |
| It is the compiler and the interface and the documentation, all merging one into | |
| another from the user's perspective. (The compiler is actually called NI, for | |
| "natural language Inform", but this name is not outwardly visible.) As for "pre | |
| -processor", perhaps I might observe that the Inform 7 compiler source is much | |
| larger than the source for Inform 6. | |
| It is true that Inform 7 code-generates to Inform 6, rather than to native Z- | |
| code machine language. This has obvious benefits in terms of the proven | |
| reliability of Inform 6 as a code generator, and also for cross-platform | |
| compilation to the Glulx virtual machine (an eventual goal, though one that | |
| isn't yet supported). I think of Inform 6 as a rather low-level language, but | |
| one that is securely implemented: I'm naturally keen to leverage all of the | |
| programmer-hours which have gone into making it work. It also contains a solid | |
| kernel of run-time code - notably the parser. | |
| SPAG: Emily, you stated on the newsgroups that Inform 7 actually allows you to | |
| do things easily that were difficult or impossible in Inform 6. I assume it | |
| must have advantages and capabilities that go beyond being more readable and | |
| easier to use than Inform 6. Now that the cat is fully out of the bag, as it | |
| were, could you elaborate a bit about what those are? | |
| ES: This is a pretty large question, so I will stick with a couple of major | |
| points I'm not mentioning elsewhere - one to do with natural language, one to do | |
| with abstractions, and one to do with Inform as an application - though in fact | |
| there are others. | |
| Re. natural language: One of the things one is always doing in traditional IF | |
| coding is trying to get the parsing, the screen output, and the world model to | |
| line up: make sure all the words that are ever used to describe something are | |
| also valid for parsing it, make sure that important conditions of objects are | |
| always described to the player, that sort of thing. And it is even more work | |
| dealing with temporary conditions. Inform 6 does a bit with understanding "lit" | |
| and "unlit" to distinguish objects, for instance, but it's not easy for the | |
| author to add to that system. Along the same lines, I6 automatically describes | |
| things as lit/open/etc., but it takes considerably more effort to turn off that | |
| automatic description or get the game to narrate some other aspect of the world | |
| model entirely. | |
| With Inform 7 this was something we had an opportunity to improve, and the | |
| natural language component made it easier to bring those three aspects - input, | |
| model, output - in line with one another. Adding a concept like "color" or | |
| "weight" to an I7 game doesn't affect the model world alone; it also means that | |
| Inform 7 knows how to print and parse those words or units. This offers a lot of | |
| help in implementing objects that change in complex ways (like liquids, or | |
| burning objects), and in letting the player specify precise interactions (like | |
| "cut two inches off the twelve-inch string"). | |
| Second, the language allows the author to define (and then refer to) new kinds | |
| of relationship between things. The classic I6 world model knows about some | |
| basic relationships, like the relationship between a container and the contained | |
| object, but it is not always possible to expand upon that as richly as one might | |
| like. In Inform 7 it is possible to make up entirely new kinds of relation, and | |
| then test for those relations, change them easily, and run path-finding routines | |
| through them. So I could, if I wanted, add to my model world the concept of one | |
| object being under another, and from then on refer to "the things which are | |
| under the chair", for instance. But I can also use these relations to say things | |
| like "this conversation topic relates to these other three conversation topics": | |
| now Inform has an idea of relations between abstract ideas, which was never | |
| present in the built-in world model, but I can bring to bear on that relation | |
| various abstract tools. I can write a grammar line that tells the parser only to | |
| understand topics related to the current one, for instance; I can change the | |
| interrelation of topics midway through the game; I can write NPCs who seek a | |
| path to a specific conversational goal, just as though they were seeking through | |
| the rooms of the map. In "Bronze", I used relations to describe which objects | |
| are required to solve the puzzles presented by other objects, which means that | |
| the adaptive help system is working on a (primitive, but adequate) model of | |
| puzzle structures, and I didn't have to think of all the possible | |
| interdependencies myself. "Damnatio Memoriae" runs through all the kinds of | |
| relation that Inform recognizes, partly as a test of the system, but also | |
| because this was a very trim and tidy way to express the in-game style of magic. | |
| Finally, Inform 7 includes a number of features that make it easier to develop a | |
| solid game. Some of this is reflected in the indices: you can check out your map | |
| and your world layout easily, and see whether Inform agrees with you about the | |
| way you've set things up. Less immediately flashy, but hugely valuable, are the | |
| pieces that keep track of previous playthroughs and let you automatically verify | |
| an entire walkthrough or a single portion of the game. "Bronze" was less painful | |
| to beta-test than just about any game I've written in Inform 6, though it does | |
| some challenging things, because it was developed simultaneously with the | |
| mechanisms for automatic testing; as I put new pieces in place, I was able to | |
| verify the outcome more thoroughly and efficiently than before. | |
| SPAG: Many aspects of Inform 7 are forthrightly booklike. I speak not only of | |
| the natural language model itself, but also the appearance of the IDE as an | |
| open book with two facing pages, and the inclusion of "cover art" with Inform | |
| 7 story files. Is this indicative of a desire to drive Inform 7 toward a more | |
| literary model, and if possible to attract more literary people (as opposed to | |
| technophiles) to IF? | |
| GN: Again, we use these computer-programming terms! I suppose the user interface | |
| for Inform is indeed an "IDE", but somehow that isn't how I picture it. The | |
| question I have tried to ask is: what is the natural representation, the natural | |
| expression? How do we think about something, and how can we make the user's | |
| engagement with it unconscious, rather than being a deliberative act of | |
| translation? | |
| I do want to make Inform accessible to a wider community. The manual says that | |
| it is for "computer programmers intrigued by writing, and writers intrigued by | |
| computer programming", but truthfully, I'd like to see IF tools - not just | |
| design systems, but also iTunes-like browsers and interpreters - which open up | |
| IF to that huge creative community of people who write blogs, and design their | |
| own websites, often startlingly well. IF will never be for everyone, but I would | |
| like it to be on the table as a viable form of artistic expression. | |
| On cover art, I think people have been wary in the past because of a suspicion | |
| of illustrated IF - bad partly because only graphic artists can make it work, | |
| but also perhaps partly because it is associated with the collapse of the glory | |
| days of commercial IF: it is seen as a slippery slope, a deviation from purity. | |
| I'm sympathetic to that, and wouldn't, for instance, be much impressed to find | |
| drawings every twenty pages in a new novel by Ian McEwan. On the other hand, I | |
| do not expect a new McEwan book to have a uniformly beige cover. | |
| ES: You might be impressed to find a vintage children's novel with the original | |
| plates, though, or a manuscript with illustrated initials, or a textbook with | |
| historical map inside the front cover. There are plenty of uses for illustration | |
| in IF other than trying (and failing) to emulate a graphical adventure game. | |
| There have been a handful of IF games in recent years that do this really right, | |
| and I would like it to be easier. I'd like to be able to write a game that had a | |
| frontispiece illustration before each major plot scene, for instance. Probably | |
| one drawn by someone other than me, but that's beside the point. It's possible | |
| to find collaborators for these things. | |
| But anyway, you were saying about cover art... | |
| GN: I think people have a sophisticated understanding of the level of artistic | |
| statement being made by a cover picture: that it is not of the book, yet sets | |
| the tone for it: that it may come and go with new editions, and indeed may give | |
| an old text a new lease of life. I think it's good to employ the sophisticated | |
| understandings we already have, rather than miss out on a potentially | |
| interesting form of expression. | |
| There's also a practical reason for cover art: most of today's IF tools have | |
| their origins in the age of FTP, when cover images would have been meaningless. | |
| Today we must engage with the Web, and the world of blogs - a world of | |
| promiscuous quotation not only of text but also of the image. | |
| Lastly, it's not an accident that Inform has a large suite of features for | |
| putting finishing touches to works, and that one whole chapter of the manual is | |
| about "Publishing". That isn't entirely a matter of providing a whole solution, | |
| like the teaspoons in my imaginary Charles Rennie Mackintosh house. It is also | |
| one of several ways in which Inform tries to manipu - excuse me, to encourage | |
| the user to produce something finished, and tidy, rather than makeshift. | |
| ES: I think "seduce" is the word you're looking for. | |
| SPAG: Are any plans afoot to offer the Inform 7 manual in hardcopy form, as | |
| was done with the Inform 6 Designer's Guide? | |
| GN: Yes, but not yet: there are sure to be changes, and perhaps major changes, | |
| as Inform 7 meets its users. What we would really like to publish - I say "we" | |
| because while I wrote the main text, Emily wrote almost all of the examples - | |
| would be an elegant, almost coffee-table book. One whose design doesn't evoke | |
| computing books of the drab Addison-Wesley style, but is more like a lifestyle | |
| cookery book, or one of the more aesthetically pleasing Photoshop guides. I | |
| certainly want something that would comfortably lie flat open. Digital printing | |
| has come a long way since the DM4's first impression in 2001, but our | |
| aspirations are probably a bit ambitious for now. Still, we might just be able | |
| to do it, if we printed the first edition by subscription, as David Cornelson | |
| did with the DM4: let's see. | |
| Actually, "the" manual is really two different volumes interleaved: the main | |
| text, and the examples, which are organised into a recipe book aiming to show a | |
| comprehensive range of techniques. From one viewpoint the examples footnote the | |
| main text, from the other it's vice versa. On screen, one can have it both ways, | |
| as the reader prefers: for the printed manual, we would have to choose. | |
| SPAG: You mentioned in your notes on this project that you are attempting to | |
| construct a rules-based rather than object-based model for IF development. Can | |
| you briefly explain what you mean by this? | |
| GN: This is Andrew Plotkin's idea more than my own. As you say, I've gone into | |
| this in some detail in the formal paper about the project, but broadly I would | |
| say that Inform 6's biggest semantic failing is that it ties all events and | |
| behaviours to individual objects (well, or classes, to be fair: but then you | |
| don't have easy access to the class Object, to put it mildly). Suppose one | |
| possible event is Alice eating a cake and shrinking. Is that a behaviour of | |
| Alice, or the cake? Why must we choose? Source code for IF games like Scott | |
| Adams's "Adventureland", which is stuffed full of combinations of objects doing | |
| something or other, becomes impossible to read in any linear (i.e., plot- | |
| respecting) way. Worse, if it's a change to the standard rules of realism (to do | |
| with what containers people can go inside, say) then it may be impossible to | |
| implement at all, without rewriting chunks of the Inform 6 library. There is | |
| constant pressure for said library to call more "entry points", to provide more | |
| hooks to hang customised code on, etc. The system grows steadily more complex | |
| and arcane - and it's never enough. | |
| ES: For instance, with "City of Secrets", I had to replace the library's | |
| handling of movement verbs to allow for the player to use a >GO BACK command. In | |
| Inform 7 the same job is accomplished with a couple lines that add an extra step | |
| to the Go action, without disrupting any of the things that are already supposed | |
| to happen. | |
| GN: Rules allow us to treat the world model and the actual game as interleaving. | |
| There is no dichotomy between the world model (fixed and with universal | |
| validity) and the objects in play (free to be altered but in ways that have only | |
| very specific validity). | |
| ES: I have found that the rule-based aspect means I tend to rough out a whole | |
| system fairly efficiently (for conversation, or some simulationist purpose or | |
| other) and get a structure working fast. There's still a lot of refinement to do | |
| after that point, but it's comparatively easy to build new features into the | |
| framework without doing a lot of rewriting. | |
| GN: Also, we can write the source in whatever order we think best. So once the | |
| framework is in place, it's easy to tidy up - to rearrange under suitable | |
| headings, say - without affecting its functionality. I reorganised "Reliques of | |
| Tolti-Aph" two or three times until I was happy with its chapter and section | |
| breakdown. I actually feel that this freedom considerably adds to the expressive | |
| power of the language even though it makes no difference to the outcome - it | |
| enables me to have the source text read back in a way which reflects how I think | |
| about the problem. | |
| SPAG: The two of you recently released three demonstration games as a taster | |
| for Inform 7. Some quite sophisticated effects were to be found therein that | |
| would have required considerable programming skill, and even in a couple of | |
| cases recourse to Z-Machine assembly code, to achieve. Were these games | |
| written entirely in Inform 7's natural language? | |
| GN: "Reliques of Tolti-Aph" - a frivolous piece of IF, whose real purpose is to | |
| test whether Inform could handle highly algorithmic puzzles - is written | |
| entirely in natural language, about 33,000 words of it. The text can be browsed | |
| at the Inform website. | |
| ES: There is almost no direct use of Inform 6 in mine either; all the screen | |
| effects and status line elements rely on extensions included with I7. (The | |
| extensions do drop back into Z-machine assembly code, but the user of the | |
| extension doesn't have to worry about that.) | |
| GN: It may also be worth mentioning that all three of these "worked examples", | |
| as we call them, were written very quickly - "ROTA" in the spare evenings of | |
| less than a fortnight, for instance, plus a little time for play-testing. | |
| SPAG: Two classic pitfalls of IF development are the modeling of liquids and | |
| the modeling of ropes. Will Inform 7 offer any help here? | |
| ES: Neither is built into the default world-model, but I did write some example | |
| code for rope-handling, and several different pieces of code for liquid | |
| implementation. These range from the very simple (containers that are simply | |
| full to different levels or not) to a full system of mixture that keeps track of | |
| the components within and automatically identifies recipes (so that if you've | |
| poured the correct amounts of orange juice and champagne, say, it will relabel | |
| the liquid as "mimosa", with appropriate parsing and naming). | |
| GN: Is that what a mimosa is? I do wish people would just say orange juice and | |
| champagne if - | |
| ES: Yes, well, as we see not everyone wants this level of complexity. | |
| There are a number of other similar things in the examples as well: models for | |
| different types of conversation, telephones, objects that can be broken into | |
| component parts, cutting, burning, more sophisticated treatments of lighting, | |
| NPC goal-seeking, parsing keywords and adverbs, automated help for stuck novice | |
| players, organization by plot and scene rather than by location, and so on. Some | |
| of these are very standard simulation problems, and some have more to do with | |
| overriding the defaults of the world model entirely and making interactive | |
| fiction that behaves in an utterly different way. As I wrote the examples I | |
| spent a huge amount of time combing through extension libraries, RAIF posts, the | |
| IFwiki - anywhere where anyone had posted about wanting to be able to implement | |
| any hard thing at all - and tried implementing these things at least to a basic | |
| level in I7. | |
| Sometimes I ran into trouble, and then I pestered Graham for feature additions. | |
| A few of these involved major reconsiderations of how the model works - non- | |
| player character actions are now handled more or less on a par with player | |
| actions, so it's possible to make the same rules apply to both. The lack of this | |
| had always struck me as a major weakness in Inform 6; combined with Inform 7's | |
| action-handling procedures, it means that goal-seeking behavior can be written | |
| for NPCs using the same mechanisms that we use to write implicit actions for the | |
| player. | |
| Similarly, Inform 7 has a more developed mechanism for dealing with output. It | |
| was an early conversation with Nick Montfort that convinced me we should be | |
| thinking about descriptions and output as a separate aspect of the system, | |
| essentially, alongside the parser and the model world; and though there is quite | |
| a lot more one could do with this, it is now much easier to do things like keep | |
| track of what the player has been told about, and also to write rich and complex | |
| scene descriptions that vary depending on what's present and don't look so auto | |
| -generated. | |
| But quite often I found that Inform 7 did already provide the leverage I needed, | |
| or would with just a little minor modification, which I find encouraging. | |
| So I am hoping that people will be able to pick and adapt from these whatever | |
| they find most suited to the game they're writing - and, of course, people who | |
| develop more elaborated systems can, as always, offer those as extensions. I am | |
| not at all under the illusion that these examples are the final word in any of | |
| the areas they cover. But there was a kind of intentional propaganda in writing | |
| a lot of disparate examples that implied entirely different kinds of IF: I | |
| wanted to show off some of the true flexibility of the system, and encourage | |
| authors to think beyond the usual paradigms. We've had a number of interesting | |
| discussions on the newsgroups over the years about what IF might be like if it | |
| were less based on geographical rooms, a simple physical model, and so on; here, | |
| I think, is a tool suited to writing some of those works. | |
| SPAG: Has your work on natural language processing for the programming side of | |
| Inform 7 lent any insights that might be useful in improving our in-game | |
| parsers, or are we speaking of apples and oranges here? | |
| ES: Hm, well. It's certainly made me more aware of things I wish an in-game | |
| parser would handle intelligently, some few of which have actually been | |
| implemented and the rest of which I would like to see later. On the other hand, | |
| I don't know a lot about the practicalities of this. Inform 7 is able to | |
| extrapolate a good deal of implied information from the text it is given, and I | |
| would be interested in something similar in an IF game, but at the same time I | |
| imagine there might be speed issues. | |
| GN: It was in some ways the other way round. It annoyed me that Inform 6 did not | |
| parse source code as well as the Inform 6 library parsed commands in play - the | |
| latter was a little more linguistically aware. But as Emily says, there's more | |
| that could be done here. | |
| SPAG: Inform 7 does not currently support the Glulx virtual machine, but I | |
| understand that plans are in the works to do so. Are there any plans to expand | |
| the language to support the display of images and playback of sounds within | |
| Inform 7's natural language level? Will Glulx replace the Z-Machine as the | |
| standard Inform 7 virtual machine at some point? | |
| GN: Yes, cautiously yes, and we shall see - I do not intend to force any such | |
| change of allegiance. Inform 7 makes Z-code which runs fine, though I've | |
| published a note of what an interpreter could do to have an easier life playing | |
| Inform 7 games (notably, have a larger stack capacity). But it's easy to hit the | |
| limits of the Z-machine, certainly: "Reliques of Tolti-Aph" is right up against | |
| them. Coding in Inform 7 makes it so quick to throw in vaguely nice if | |
| inessential extras (let's have not just Teddy Roosevelt but also a bison's head | |
| on his wall, oh, and a stuffed bear, why not, and...), that one hits limits | |
| earlier. And certain Inform 7 techniques do use up memory - various-to-various | |
| relations on large kinds, for instance. | |
| ES: I am quite interested in getting the ability to drop in images and sounds, | |
| myself, so I occasionally raise this topic. So far we've mostly been preoccupied | |
| with other more basic functionality, but the time will come, I hope. | |
| GN: Oh yes, I do hope eventually to have "Figures", just as in Emily's example | |
| of a children's book ("Figure 6. The hook-nosed stranger, his hand shaking, | |
| pointed the revolver straight at Biggles"). | |
| 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: Sara Brookside (jsh11a SP@G aol.com) | |
| TITLE: Akari's Story | |
| AUTHOR: "Taleweaver" | |
| EMAIL: tralu SP@G hotmail.com | |
| DATE: 2005 | |
| PARSER: ADRIFT | |
| SUPPORTS: ADRIFT interpreters | |
| AVAILABILITY: Freeware; Shadowvault archive | |
| URL: http://www.shadowvault.net/games/akari.zip | |
| VERSION: Release 1 | |
| In this game, you play a Japanese teenager on a typical weekend day (in other | |
| words, no school!) I would place this piece of IF in the "slice-of-life" genre | |
| and the game does do a relatively good job of faithfully simulating Akari's | |
| daily life. Unfortunately, that simulation can sometimes be a little bit | |
| pedantic in the sense that it provides little in the way of "escape value." I | |
| wasn't particularly caught up in the story or involved in the action, despite | |
| the fact that the world-modeling implementation was adequate. Along those same | |
| lines, Akari's day lacked a sense of urgency or any clear goals. Accordingly, | |
| there wasn't very much to command action or to require much of the PC. | |
| The walkthrough reveals that the game ends after a certain number of turns. at | |
| the end of the day, so to speak. So, there is no real way to "win" the game, | |
| although there is a scoring system that awards points for certain actions. The | |
| walkthrough also revealed that I tried many of the actions that the author had | |
| in mind, while there were others that I missed completely and would have never | |
| thought of had I not read the walkthrough. | |
| One of the most interesting aspects of this piece is that it DOES provide | |
| insight into another culture (unless, of course, you happen to be a Japanese | |
| teenager yourself!) Japanese customs and terminology and even dietary | |
| preferences are woven into the game, which is quite intriguing! The game also | |
| reveals a bit about what is important to modern Japanese youngsters. also neat | |
| to know. On the downside, this may have the effect of making the player feel | |
| more like a spectator than a participant. It is as if one is observing Akari's | |
| life, rather than participating in it or living it, which makes the pace of the | |
| work feel rather slow at times. | |
| The writing is rather sparse, in the sense that room descriptions are relatively | |
| brief and many nouns are non-examinable. Still, I didn't note any particularly | |
| jarring errors in grammar or spelling, which certainly helped make for a | |
| pleasant reading experience in that regard. In short, however, I felt much as | |
| if I was reading an essay by a Japanese teenager about her life, rather than | |
| playing a game. | |
| There are puzzles in the game and they are reasonably well-crafted, although | |
| certainly not complicated. I wish there had been more of a sense of payoff to | |
| successfully solving the puzzles, however. Because the problems posed were | |
| essentially of the routine, day-to-day variety, and there was very little | |
| urgency, it didn't seem to matter much whether I solved the puzzles or not. The | |
| only real impact for doing so was the point value added to my score for | |
| performing certain actions. | |
| The characters in the game were largely undeveloped, except for the PC. All of | |
| the NPCs felt rather static and cardboard to me, almost as if they were objects | |
| rather than characters. Conversation is minimal, except if you happen to guess | |
| the few things that the author has allowed you to "ask [character] about," but | |
| this is not an uncommon problem by any means. | |
| As for plot and story, both were a little thin. Without a compelling goal to | |
| spur action, the experience was much more like an exploration than an | |
| interactive narrative. Game play progressed smoothly, though, with little | |
| evidence of "bugginess." There was an occurrence or two of "guess the verb," | |
| but I found those issues to be relatively easily solved and certainly not game- | |
| stoppers. A reading of the walkthrough definitely revealed several cases of | |
| "read the author's mind" and in each case, I had failed to do so. | |
| In conclusion, this game could be much improved by augmenting descriptions to | |
| add atmosphere and capture the attention of the player, as well as implementing | |
| more variety and innovation in the tasks of the PC to make for a more compelling | |
| story line. | |
| Overall rating: ** out of ***** for faithful simulation, fair puzzles, and | |
| cross-cultural value. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Paul Lee (bainespal SP@G yahoo.com) | |
| NAME: All Hope Abandon | |
| AUTHOR: Eric Eve | |
| EMAIL: eric.eve SP@G hmc.ox.ac.uk | |
| DATE: May 2005 | |
| PARSER: TADS 3 | |
| SUPPORTS: TADS 3 interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/tads/AllHope.zip | |
| VERSION: 1 | |
| Only a well-done game can successfully combine such elements as a rather | |
| detailed plot, puzzles of all sorts, a theologically dense theme, and Greek | |
| alphabet characters. "All Hope Abandon," though the prospect seems dizzying in | |
| retrospect, does all of the above and somehow manages to seem somewhat natural. | |
| This feeling of being natural is not inherent; this is especially apparent early | |
| on when the player is quickly thrown into the deep end at which point the game | |
| world seems like a disgruntled fairy tale. Thankfully, this "fairy tale" feeling | |
| soon dissipates into the more interesting scheme of the game. | |
| The player is cast as Dr William Fisher, a New Testament scholar, who at the | |
| opening of the game is found listening to the lecture of the deranged Professor | |
| Wortschlachter. Earlier at breakfast, William had met a pretty blond woman who | |
| somehow also ends up trapped in Limbo land (though the reason this happens is | |
| never adequately explained -- I think on purpose). Apart from adding a little | |
| romance to the story, she serves to symbolize the theme of hope throughout the | |
| game. | |
| The text is not overly complex or "purple," but is sufficient and usually easy | |
| to read. Sometimes the writing even has a slight pinch of wit, such as in the | |
| introductory text. The game is very detailed -- even unnecessary objects are | |
| carefully described. A "THINK" verb is implement which allows the player to | |
| THINK ABOUT certain topics, and I found the responses to cover mostly everything | |
| that could be thought about. | |
| The detail in prose and design is complimented by many puzzles. These puzzles | |
| come in a range of difficulty, generally becoming more difficult as the game | |
| progresses. The solutions to quite a few of these at least partially require the | |
| player to scrutinize every single detail of an important object. This sounds | |
| tedious, but it works alright because one gets used to the high level of | |
| implementation and also because the puzzles all at least require some level of | |
| critical thinking besides just examining. The game is structured so that it is | |
| quite easy to finish the game without having solved all the puzzles, and thus | |
| without having tied up all the loose plot ends. This is a result of the | |
| integration of the narrative and the puzzles, and gives the game more | |
| replayability than most interactive fiction games out there. | |
| Even with its great puzzles and well-done story, "All Hope Abandon" would be a | |
| mediocre game if it was riddled with bugs and grammatical errors. This is not | |
| the case; it is clear that the game was carefully tested. Everything works as | |
| expected, and it does not appear possible to get the game into a state that was | |
| not anticipated by the author. I must report that I did find one accidental | |
| typo; however, but if you can get over such things it will not lessen the | |
| quality of the game for you. | |
| In conclusion, "All Hope Abandon" by Eric Eve is an extremely well-done work. I | |
| would definitely commend it to your "to play" list if you have not played it | |
| yet. If you never play it, you should know that you are missing out on one of | |
| the best games to be released last year. | |
| From: Valentine Kopteltsev (uux SP@G mail.ru) | |
| I know, I know -- a decent review has to start with some smart preamble on a | |
| more or less abstract topic; unfortunately, I couldn't think of any for All | |
| Hope Abandon. So please excuse me just for this once, and let's move on to | |
| business. | |
| The theme of this game is probably best defined as "subconscious jorney". | |
| However, if the author was trying (please note the conditional mood) to | |
| create a dreamlike atmosphere that suggests itself for a work of that kind, | |
| he didn't succeed too well. Anyway, no matter what the author's intentions | |
| were -- the game more than makes up for it by providing a stunning cocktail | |
| of adventure, theology, and romance, all that spiced with a good shot of | |
| irony. Several ways to victory are laid through it; and although the | |
| denouement is rather predictable at the end of the day -- the rich, | |
| intentionally anachronistic setting full of gadgets to fiddle with, and the | |
| considerable variety of the paths provided make it worth replaying the game | |
| several times to try out each of them. | |
| Another aspect of All Hope Abandon, which was especially pleasant personally | |
| for me: it doesn't act overly symbolic, although, again, it'd be very much in | |
| the tradition of the genre. You know, symbolism is just not my mug of beer, | |
| and games relying on it too much often leave me puzzled. On the other hand, | |
| the fact AHA sets forth its main ideas clearly enough doesn't mean it's as | |
| uncomplicated as a game as I am as a person;) -- I'm sure that players more | |
| skilled at interpreting symbolic links than myself will be able to enjoy the | |
| game on additional levels that remained inaccessible to me. | |
| From the technical point of view, the game is faultless. In comparison with | |
| the previous version, TADS 3 added several interface enhancements (for | |
| instance, let's mention the menu-based built-in hints, and the topic | |
| suggestions mechanism of the conversation system) on its own. All Hope | |
| Abandon not only makes extensive use of these facilities, but introduces, in | |
| its turn, a few more. The most interesting ones are the THINK ABOUT command, | |
| and the ability of the player to look in a specific direction. The first | |
| feature is one I've been looking forward to for a long time. Particularly in | |
| this game, it seems all the more appropriate since the protagonist has some | |
| "specialist knowledge that most players will probably not share"; besides, | |
| it's smartly used in one of the puzzles. The second one probably wasn't as | |
| challenging to implement from the technical point of view, but means A LOT | |
| additional work for the game author (ten extra descriptions -- eight for | |
| compass directions, and two for LOOK UP/DOWN -- in each room); even taking | |
| into account they're more terse than the "main" room description, and that a | |
| few of them are similar -- it's still a feat worthy of esteem. | |
| At this point, I've taken a pause and looked at what I had written so far. | |
| You can bet on it -- I'm utterly disappointed with the results: All Hope | |
| Abandon is a great game that deserves an outstanding, or at least a memorable | |
| review, not the generic stuff I sullied the (virtual) paper with. Of course, | |
| any reviewer will tell you it's much easier to write a memorable review for | |
| a flawed game; sure enough, All Hope Abandon doesn't offer much in this | |
| respect. At best, one could complain about the puzzles being too easy, which | |
| isn't much of a drawback as times go, and the most sceptical among the | |
| players would probably point out that the whole romantic plotline is a bit | |
| unrealistic, considering the protagonist and his beloved barely knew each | |
| other; well, I consider myself a cynical person, but not cynical enough for | |
| not believing in love at first sight, so this was OK for me. Still, the | |
| unsufficient flaws of the game are a pretty lame excuse for my review being | |
| so insipid. | |
| I think the problem is, All Hope Abandon just arrived at a wrong point in my | |
| life. The effect is like paying a visit to the British Museum at the very end | |
| of an exhaustive sightseeing day trip through London: the overstrained | |
| tourist feels there's a lot of things to admire, but the emotions just aren't | |
| there. Thus, in spite of my review probably not sounding too enthusiastic, | |
| let me assure you -- this game is a great work suitable practically for any | |
| players, ranging from novices to the versed ones, and represents a glorious | |
| showcase for the opportunities the new version of TADS offers. | |
| SNATS (Score Not Affecting The Scoreboard): | |
| PLOT: Predictable, but still gripping (1.3) | |
| ATMOSPHERE: Motley mix (1.5) | |
| WRITING: Manifold, and splendid in its every manifestation (1.5) | |
| GAMEPLAY: Relaxed trip for the most part (1.4) | |
| BONUSES: Rich setting, fine irony, the THINK ABOUT command (1.4) | |
| TOTAL: 7.1 | |
| CHARACTERS: Memorable enough (1.3) | |
| PUZZLES: Well-clued and logical (1.2) | |
| DIFFICULTY: On the easy side (4 out of 10) | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Snyder (wyndo SP@G prowler-pro.com) | |
| TITLE: The Baron | |
| AUTHOR: Victor Gijsbers | |
| EMAIL: victor SP@G lilith.gotdns.org | |
| DATE: March 31, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-code (Inform .Z8) interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://mirror.ifarchive.org/if-archive/games/springthing/2006/baron.zip | |
| VERSION: Release 1 | |
| The Baron deserves a spoiler-free review. | |
| The difficulty is it's a game that can barely be discussed at any length | |
| *without* spoilers. I think this one is as spoiler-free as you'll find, but | |
| *anything* said about The Baron might be too much. In other words, reader | |
| beware. | |
| The author's introductory text describes the story's theme as disturbing, | |
| shocking, and tragic. On the surface, it's about a missing girl and the father | |
| determined to save her from her captor, the evil Baron. I use the word | |
| "evil" because the game does ("x photo" in your bedroom, near the | |
| beginning). After that, it's left up to the reader. What kind of monster is | |
| the Baron? Can he be redeemed, or should he die? Is he a monster at all? | |
| The story (if ever a work of Interactive Fiction wasn't a game, this is it) | |
| begins in a cave. You must slay the dragon, because nobody else will. I found | |
| no way to achieve this, but later events make it clear that you don't have to. | |
| After this, the main quest begins. Along the way - and it's a journey that | |
| feels much longer than it actually is - you encounter three obstacles. These | |
| are decision points, not puzzles. Each obstacle can be overcome in numerous | |
| ways. Not every way is obvious in a first play-through, and some of the | |
| multiple-choice decisions won't even make sense the first time. It should | |
| really be played at least twice. The second time, your decisions are likely to | |
| be wildly different - not because you're poking around for changes to the | |
| story, but because you will understand the story in an entirely different way. | |
| Before setting out toward the Baron's castle, look around the house first. At | |
| the Baron's castle, it also pays to poke around. Even though the story lacks | |
| puzzles, it features bonus material for the observant reader. A torture | |
| chamber, found through a hatch under a rock at the castle, hints that things | |
| aren't exactly as they seem. Well, not so much that, but it's a good | |
| indication that the author is relying on symbolism to enhance the story. | |
| In relating what has happened at the *end* of the story, the PC mentions | |
| nothing of a dragon. It stands to reason that the story's first scene was | |
| someone else's experience. If this is the case, it might have made more sense | |
| for the dragon to approach from a southern lair, while the PC stands firm. | |
| When it ends, the story offers no congratulations. You haven't won. You | |
| haven't lost. The final choices allow the player to affirm his or her | |
| convictions. The story doesn't tell *you* what's right and what isn't. *You* | |
| tell the story. | |
| What I expected from The Baron wasn't what I got. In his introductory text, | |
| Gijsbers does a good job of preparing the player. Actions should be taken | |
| because they're meaningful in the situation, not because they "solve a | |
| puzzle". My first reaction was "sure - I've heard this before." I can't | |
| help but treat IF as a game - even when the author tells me not to - because | |
| every decision affects the outcome. In The Baron, that's not the case. Some | |
| decisions affect the PC's dialogue at the end, but none of it affects the | |
| experience of the *reader* except to the extent that the decisions themselves | |
| are part of the experience. So, even though the author warned me that it | |
| wasn't a game, I tried to play it like a game. I expected something dark and | |
| sinister. I expected torture, helplessness, suffering, and perhaps victory in | |
| the end. The story delivers these things, but in an unconventional way... in a | |
| disturbing, shocking, and tragic way. | |
| If all of this leaves you wondering just what you might be getting into if you | |
| try The Baron, by all means read a spoilery review. Even though this could | |
| soften the punch of experiencing it for yourself, you might be doing yourself | |
| a favor. You may say to yourself "bah - I can handle blood and gore and text- | |
| rendered pain." If that's what The Baron actually had in store for you, a | |
| disclaimer would be unnecessary. | |
| It's difficult to say if The Baron hits the mark, without knowing what the | |
| mark was. The final choices in the walkthrough included with the Spring Thing | |
| version (available from the HELP menu) might be how the author imagines it. | |
| Most of us won't be able to feel compassion or empathy for the Baron, though - | |
| let alone identify (thank goodness) with the story itself. So, are these final | |
| decisions meaningful to us, as readers? | |
| With precious little else to be said without delving into spoilers, some | |
| discussion of the design and craft is fitting. The story file is in .Z8 | |
| format, written in Inform. The English translation of the Dutch original (also | |
| included) is surprisingly good. Aside from a few typos, not much in the | |
| translation detracts from the experience. Even with a second play-through (or | |
| read-through) of some of the story, I found it easy to complete in an hour and | |
| a half. Certain bits - especially the dialogue - are presented in multiple | |
| choice lists. The rest of it, however, manages to maintain the traditional IF- | |
| style command system. You move around a map. You get, drop, and examine | |
| things. You open doors. You take an active part, just as IF is meant to be. | |
| It's hard to describe The Baron as a *good* story, in the way a game can be a | |
| *good* game. It's an *effective* story. Appreciating it doesn't mean *liking* | |
| it. Even so, I can imagine the opinions of various readers will vary wildly. | |
| Some may say it was emotional. Some may say it wasn't. Some may say it was | |
| purposely manipulative. Some may say it was an honest and heart-rending story. | |
| Some may resent becoming an unwitting participant as the story unfolds. Some | |
| may describe it as grim. Some may feel entirely detached from it. Some may say | |
| it will receive accolades it doesn't deserve, while others may believe it to | |
| be unfairly criticized. Some may even say it's a story that didn't *need* | |
| telling. | |
| I say... nothing, except that it was an interesting experiment. In the context | |
| of the Spring Thing competition, it's far too short (even adding a replay or | |
| two). I was moved (I'm a parent - how could I not be moved?), but this alone | |
| doesn't make it a clear winner when this year's competition features three | |
| other very good games. Scoring it is even harder than reviewing it. After some | |
| thought, I have settled on a middle-of-the-road score. It succeeds as | |
| Interactive Fiction, and it doesn't pretend to be a game. It fails as | |
| entertainment (for me), even though it's more like art for the sake of | |
| emotion. In another context, it might be a "9" or a "10". It should prove | |
| to be one of the most memorable works of 2006, regardless. | |
| My Spring Thing score: "6" | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jos� Manuel Garc�a-Patos (josemanuelinform SP@G josemanuel-gp.jazztel.es) | |
| TITLE: Damnatio Memoriae | |
| AUTHOR: Emily Short | |
| EMAIL: emshort SP@G mindspring.com | |
| DATE: March 1, 2006 | |
| PARSER: Inform 7 | |
| SUPPORTS: Z-code (Inform .Z5) interpreters with blorb support | |
| AVAILABILITY: Freeware | |
| URL: http://plover.net/~emily/DM | |
| VERSION: Release 3 | |
| Once upon a time there was this guy in Greece -- ancient Greece, that is -- who | |
| set fire to some very important temple (Athena, maybe?). The reason why he did | |
| so was simple: He wanted to be famous. What did the other Greeks do? They forbid | |
| any mention of the incendiary's name. They condemned him to oblivion. That's | |
| what the title of the game, Damnatio Memoriae, means. And that's what the player | |
| must avoid in it: To be forgotten. | |
| No, that's not true. The game's real goal is not to get caught by your enemies, | |
| as in any other game. Posterity is secondary. Let's say it's a plus. I don't | |
| think that's a flaw, but I would've liked a *** You have died ***-like message | |
| every time you had managed to survive but not to save your memory from | |
| destruction. I would've liked to see a game where your life wasn't the most | |
| important thing at stake. (Has a game like that ever been written? One where the | |
| last message would be *** You have died, but you have won ***?) Also, I would've | |
| liked to read some thoughts on the subject of fame and posterity, because the | |
| story really had potential for that. | |
| Damnatio Memoriae shares a similar design pattern with Galatea. In the latter, | |
| the reactions of the NPC depended on several variables, and the ending was the | |
| verbal expression of the final values of those variables. Here you have your | |
| life and your fame. And the ending depends on the final values of both. This | |
| always reminds me of this Japanese show, Takeshi's Castle, where participants | |
| were put inside a giant ball and thrown down through what looked like a | |
| Tartaglia's triangle pinball. The outcome depended on whether they fell on safe | |
| or death spots. With this system, it doesn't really matter if you choose A or B, | |
| because the result is the same. Only the value of the variables change. Also, | |
| you can end up taking the B path even if you had chosen A earlier. | |
| My own storytelling concept is quite different. I think of interactive stories | |
| as trees. And trees are nothing but lists with a common root. So, interactive | |
| stories are a bunch of different linear stories that, depending on the player's | |
| choices can lead to lots of different endings. I find games designed like this | |
| easier to write and to plan, and more human, because it lets the story evolve | |
| almost without constraints. Doing things the other way seems confusing to me. | |
| And now that I'm dealing with theoretical aspects, let me mention a detail that | |
| I consider a wrong way of doing things. If you have already played Damnatio | |
| Memoriae and the ending ever caught you in the other location, you'll have | |
| noticed that you're brought back to the original room and offered again a full | |
| description of it. The reason why I think this is wrong is because it breaks the | |
| rhythym of the narration. I'm not talking about this particular game or about | |
| the author, but about the system that produced it. Why are Inform games | |
| organized by location instead of being organized by sequence? Remember the | |
| opening sequence of Touch of Evil? Why can't IF games do things like that? Let's | |
| suppose you have this PC who's talking with a friend while walking down the | |
| street. Are you going to interrupt the conversation every time they | |
| turn a corner? Let's suppose you have a PC who's being chased by the police. Are | |
| you going to interrupt the chase every time the player types E or S to offer a | |
| boring description that nobody would care about at that particular moment? If | |
| games were organized by sequence, only each one's opening location's description | |
| would be offered and the rest could then be simply asked for. To me this makes a | |
| lot more sense, and also leaves freedom to the author to write a narrative text | |
| and make the story advance instead of offering a description that's always more | |
| or less the same. | |
| But, finally, the good news. I liked the game. Really. I did. It was short, so | |
| it didn't get boring. Actually, when I reached the ending for the first time I | |
| thought: Hey,this is it? I want more. Also, it was easier than most of her other | |
| games. By easier, I mean the interaction was easier. For example, in Savoir | |
| Faire the non-standard verbs drove me crazy. It was like watching one of those | |
| pretentious B/W indie movies. It's not me the one who has to adapt to your | |
| style, it's you to mine, stupid filmmaker! But in this case, I liked the story | |
| (I love the Romans) and I could take the time to learn how the special commands | |
| worked, because the learning gave almost immediate results. Also, I think it is | |
| Emily's best written game. | |
| [Final note: Oh. In case anyone was thinking: You uneducated freak! It was the | |
| temple of...! And the guy's name was...! I know perfectly well who the temple | |
| was dedicated to, and who the incendiary was, and even the exact date when that | |
| happened, but I'm not doing him a favour even by giving you hints about him.] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: David Wanaselja (wanaselja SP@G gmail.com) | |
| TITLE: Dracula Part I: The First Night | |
| AUTHOR: El Clerigo Urbatain | |
| EMAIL: urbatain SP@G gmail.com | |
| DATE: September 5, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/glulx/Dracula_The_First_Night.zip | |
| VERSION: Release 6 | |
| Occasionally I get the urge to play some gothic horror game, featuring vampires, | |
| werewolves, and all the other sorts of unnamed horrors that lurk below the | |
| surface of the night. Thankfully, Interactive Fiction has its fair share of | |
| this genre, some excellent, some average, and some just plain awful. While | |
| Dracula Part I: The First Night falls between the average and just plain awful | |
| categories, it does have some redeeming qualities that make it worth playing for | |
| the 10 minutes it takes to complete. | |
| Dracula Part I: The First Night is a remake of the Rod Pike game Dracula, | |
| released in 1986 on the Commodore 64. Actually, it's a remake of the first part | |
| of Rod Pike's Dracula game. The authors have promised the second and third | |
| parts are forthcoming, and I can't imagine what is taking them so long, as this | |
| first part literally takes less than 45 minutes to see all it has to offer. | |
| [As of this publication, the second part of the trilogy -- Dracula: The | |
| Arrival -- has just been released. --ed.] Throw in the fact that it is a near | |
| identical game to the original, and I'm left wondering why they didn't just | |
| remake Pike's original trilogy in full. The text is ripped directly from the | |
| original, and although the graphics have been redone, almost everything else is | |
| the same, aside from some minor additions. The differences are few, but using | |
| the Inform parser is by far the greatest improvement. The original was clunky | |
| and hard to manipulate, but this version is far easier to handle by comparison. | |
| The story is of John Harker, who is on his way to meet his "client," no doubt | |
| Dracula. Harker has arrived at the Golden Krone Hotel in the Carpathian | |
| mountains for a brief respite before continuing his journey. It is told from | |
| the first person perspective, with the parser constantly demanding the player | |
| "tell me what to do." This first person narrative is fairly entertaining, but | |
| is punctuated by far too many exclamations and instances of bad grammar and a | |
| few misspelled words. Seems understandable when you realize that the first | |
| language of the author is Spanish, but unforgivable when you think about the | |
| fact that the text is nearly identical to the 1986 version. | |
| The main puzzles hinge on what you have to eat and drink for dinner. Some are | |
| more difficult to manage than the others, but all are fairly simplistic. There | |
| are some interesting graphics that pop on screen for these interludes, probably | |
| the most improved aspect from the original aside from the parser. Depending on | |
| the puzzle and how you die (if you fail) you get a different picture. They also | |
| threw in some familiar music to add ambience at this point, so turn up those | |
| speakers. | |
| By far the most annoying part of the game is the fact that it makes assumptions | |
| about what the player knows. Have you examined everything before you've tried a | |
| particular course of action? If not, you may find yourself in a bind at one | |
| point or another, which will lead to your death or failing to complete the game. | |
| It's not a big loss, as you'll always be able to "undo" your last move or just | |
| play through again since it's so short. However, it is a tad annoying. | |
| Overall, Dracula Part I: The First Night suffers greatly from its short length | |
| and questionable prose. If the game was less remake and more makeover, it would | |
| work far better and be a much more successful game. The fact that parts 2 and 3 | |
| are not yet available (excepting the Commodore 64 originals) also puts a damper | |
| on the enjoyability of this title. As it stands right now, Dracula: The First | |
| Night is a below average game that offers almost no real reasons to play through | |
| it, aside from the pretty graphics, and the fact that you can finish it while | |
| waiting for your wife to get out of the bathroom. Once parts 2 and 3 become | |
| available, it will be well worth it. Until then, it feels like a text adventure | |
| from 1986 that needs to be reworked badly. | |
| From: Mike Tulloch (Poster SP@G aurora.cotse.net) | |
| To be fair from the onset, Dracula the First Night (DTFN) is a remake and a | |
| translation of an older game, and the initial splash screen captures well the | |
| spirit of the old EGA graphics while conveying a hint of mystery. Still, this | |
| screen reads, "Remaked by..." and unfortunately, that signifies what lies in | |
| store. | |
| Immediately you're given the option of choosing maroon text on black or gold | |
| text on blue. (Ugh.) The EMPHASIZED WORDS IN ALL CAPS grate the nerves as does | |
| the chat-like sentence construction...a bunch of short phrases and half- | |
| sentences...arranged like this. Spelling errors are legion; the writing tone is | |
| utterly bombastic and overwrought; exclamation marks deluge the player! Yes, | |
| this is the familiar topography of the Penny Dreadful and the 1950's B-movie. | |
| Was this what the author wanted to achieve? I suspect so. | |
| Most of the puzzles are simple and appropriate, except for one. It's a timed | |
| puzzle that you'd never know was timed until you lost the game. To solve it, you | |
| have to do something non-obvious a priori. (Argh.) Some puzzles involve rather | |
| improbable scenarios, such as waking up carrying everything that you were | |
| holding before you went to sleep. This detracts from the atmosphere but then | |
| again, that may have been an intentional nod to, or spoof of the horror genre. | |
| As for mechanics, the parser seemed lacking. Examining anything but an object | |
| with an Examine routine returns the result for the coded object. There are a few | |
| doors, but you can't knock on them because the parser doesn't recognize that | |
| word. The same goes for answer, table, and many others. However, because the | |
| puzzles are simple, you don't have to play "guess the verb" very often. | |
| DTFN does exploit other features of Glulx, such as full-window graphics and | |
| music. These graphics are presented after long sections of text as a way of | |
| visually enhancing the effect. The last graphic presents a well done panorama of | |
| your destination. The music consists of a simple synth organ which begins when a | |
| graphic appears and pauses only when a new graphic appears. (Ow.) Though well- | |
| played, the classical MIDI melody oozes cliche`s. | |
| The verdict? I salute the author for creating a game in Glulx. I've tried and | |
| found the going awfully rough. The game includes random elements that make each | |
| time through slightly different but not overly so. That's creative. And the | |
| graphics, though sparse, do effectively enhance the atmosphere. The plot works | |
| well for a game of this length -- fifty turns once you know the way. However, | |
| the parser, the writing, the grammar, and the colors prove very trying. | |
| If you are expecting a modern Glulx game, I'm afraid that DTFN isn't it. The | |
| author isn't a native English speaker but he deserves some credit for his work; | |
| that's why I give this game a solid 3. If you're a fan of the old-school EGA | |
| games and/or IF with graphic touches, of course, you might enjoy Dracula: The | |
| First Night much more. An hour or so of retro diversion awaits you. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Snyder (wyndo SP@G prowler-pro.com) | |
| TITLE: Pantomime | |
| AUTHOR: Robb Sherwin | |
| EMAIL: beaver SP@G zombieworld.com | |
| DATE: March 31, 2006 | |
| PARSER: Hugo | |
| SUPPORTS: Any Hugo Interpreter or GLK Hugo | |
| AVAILABILITY: Freeware | |
| URL: http://mirror.ifarchive.org/if-archive/games/springthing/2006/pmime.hex | |
| VERSION: Release 1.00 | |
| In the early morning minutes of October 1st, 2005, a list of IFComp entries (at | |
| the official IFComp website) showed 50 or so potential games. As titles were | |
| knocked off the list (probably because the authors never completed and uploaded | |
| them), the list dwindled down to 36. For those of us online at the time, it was | |
| an interesting thing to watch. Among those original intents, though, was Robb | |
| Sherwin's Pantomime. | |
| Now released for Spring Thing 2006, it weighs in on the light side (considering | |
| the competition's focus on medium- to long-sized games). As an intended IFComp | |
| entry, this makes sense. From chatting with Robb at his Hugo forum, I know that | |
| it took much effort and some sleepless nights even to finish for the Spring | |
| Thing deadline. Even short and perhaps rushed, Pantomime is a solid game with an | |
| entertaining story. | |
| In Pantomime, you live on Phobos, currently a moon of Mars, but soon to break | |
| apart into an orbiting ring of debris. It's the last place anyone would choose | |
| to be, even before the crisis. It's a world where cloning is commonplace, robots | |
| named after Unix commands are a man's best friend, and being good at chess is | |
| cause for embarrassment. This is a vision of the near future. | |
| I've only played the beginning of one or two Robb Sherwin games prior to this. | |
| That's probably why my reactions bounced between "whoa. did he really say that?" | |
| and "wow. what's it going to be *next*?" Somehow, even if he's holding back, it | |
| doesn't *feel* that way. Aside from a few typos - probably the result of the | |
| hurried effort to meet the deadline - the writing is great. It flows better | |
| because it's more casual. It's not just *how* Sherwin writes - it's also *what* | |
| he writes: the insults between characters, the one-off jokes, the clever | |
| descriptions and bits of back-story. I usually cringe at coarse passages and | |
| lowbrow humor in a game, but that's part of what makes Pantomime so interesting. | |
| Sherwin seems to write it in a convincing, honest way. | |
| Pantomime is what an episode of Futurama might be, if the script came from | |
| Cartoon Network's Williams Street crew and it aired on HBO after hours. The | |
| little censor that lives inside Robb Sherwin's mind has a freedom not given most | |
| other IF authors, save maybe Adam Thornton. I mean, if a wacked-out robot needs | |
| to sport a cloned copy of a male porn star's money-maker, Sherwin will work it | |
| into the story. And it'll be *funny*. | |
| The game *is* meant to be funny. I think. It's sometimes tongue-in-cheek humor. | |
| It's *definitely* black humor, where the absurd and the macabre come together. | |
| It might be an allegory for some of today's issues, but if so, I didn't really | |
| get that. More likely, it's just a strange but fascinating story. | |
| The puzzles aren't difficult (generally just a matter of figuring out what | |
| action to take to move things along), and inventory is almost non-existent. | |
| antomime is very story-driven. The most difficult bit may have been passing the | |
| spiked gate, but even that obstacle yields to some creative but simple reasoning | |
| (okay, okay - I solved it by blind luck and experimentation, but it made sense | |
| afterwards). Even the second-to-last confrontation doesn't require anything more | |
| complicated than following instructions and listening to the bad guy's diatribe. | |
| This should be particularly appealing to anyone who prefers IF to be more | |
| *fiction* than *game*. | |
| A few minor bugs remain in the competition release. They range from typos to an | |
| odd exit back to Kangaroo's Club - nothing game-killing. This seems to happen | |
| more toward the end. What's most likely to work against Pantomime, though, is | |
| that it doesn't seem long enough for a Spring Thing game. It also glosses over | |
| the additional detail in most places, when it comes to interacting with (even if | |
| only to "look at") scenery objects. Knowing Hugo, I think this could be fixed | |
| easily, even without real objects. Just add an "extra_scenery" property to each | |
| room, with lists of keywords that will cause a different reference message. It | |
| means the difference between something "not there" when it really is, and simply | |
| being "unimportant". | |
| A few plot points left me confused. Who sent me the vial? What was the purpose | |
| of the seemingly unnecessary gate code? And how drunk was Sherwin when he came | |
| up with the interaction that helps the PC escape the airlock? Other than that, | |
| everything is wrapped up tidily at the end, where a couple of fitting plot | |
| twists are thrown in. | |
| I enjoyed Pantomime, and I recommend it - especially if an update comes after | |
| the competition. Without hints, I finished in two and a half hours (plus some | |
| re-play of select earlier bits). It's definitely a game that wouldn't have been | |
| out of place in the annual IFComp, but even snack-sized by Spring Thing | |
| standards, it's a worthy entry. | |
| My Spring Thing score: "7" | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Snyder (wyndo SP@G prowler-pro.com) | |
| TITLE: The Potter and the Mould | |
| AUTHOR: Robert Street | |
| EMAIL: adrift.reviews SP@G gmail.com | |
| DATE: March 31, 2006 | |
| PARSER: Adrift | |
| SUPPORTS: Adrift Runner and GLK Adrift | |
| AVAILABILITY: Freeware | |
| URL: http://mirror.ifarchive.org/if-archive/games/springthing/2006/mould.zip | |
| VERSION: Release 1 | |
| The superhero genre isn't my favorite. I've never been a big fan of larger- | |
| than-life, hard-to-believe super powers. Sure, I enjoy the comic-based movie | |
| from time to time - Superman with his flying, strength, and x-ray vision; | |
| Spiderman with his spider-sense and web-slinging; Batman with his. super wealth; | |
| X-Men, of course. I've been known to read a superhero comic, although not | |
| recently. I've played superhero IF once or twice. | |
| In essence, I'm not the ideal fan for The Potter and the Mould. This is a story | |
| for superhero fans, and it comes complete with all the trappings. Origin story? | |
| Check. Mutant-like powers? Definitely. An imperfect, self-doubting protagonist? | |
| Uh huh. The mentor/student relationship? You bet. An evil but misunderstood | |
| villain? Sure. Motivation by revenge? Of course. It's everything you'd expect | |
| from a superhero story. | |
| What I like best about The Potter and the Mould is that it keeps moving. It will | |
| appeal most to superhero fans, but it's a frenetic and fast-paced adventure that | |
| kept me enthralled for the four hours it took to complete. It *feels* more | |
| difficult than it really is, which is a credit to the author's talent. The | |
| puzzles aren't hard enough to impede the action, yet they leave a sense of | |
| accomplishment in their wake. My longest sticking point involved a machine-room | |
| and a clay dog. After solving it - which was easier than I tried to make it - I | |
| realized that the puzzles were simple and understated. They work to keep the | |
| story moving, not to work against it, and that's probably the best kind. | |
| In most cases, Robert avoids text-dumps by way of action prompting. This | |
| typically comes as a nudge from an NPC, beginning with the rescue scene at the | |
| beginning, through Waterfall's revelations in the mall, to the hurried trip to | |
| the Potter's inner sanctuary. It works very well, and keeps things interactive. | |
| The story has some surprises and twists. It strays from the predictable formula | |
| particularly near the end. Even though I appreciate the change-up, the victory | |
| felt less than satisfying. It was like facing down Dr. Evil, and getting a back | |
| -stabbing Mini-Me instead. What follows is an exciting bit, but not what I | |
| expected. | |
| The writing in this, Robert Street's latest game, left me puzzled. Even though | |
| I've commented about this in prior reviews, it seemed more noticeable here; | |
| equally hard to pin down, but more prevalent. It could just be his style, but | |
| I'm not convinced that's it. Too many sentences (even some in close proximity) | |
| ended awkwardly with the word "though". There was a glaring lack of contractions | |
| throughout the text - not always, but in certain passages - making it more | |
| awkward. This alone isn't a sticking point, but coupled with some awkward | |
| phrasings in general, it just didn't always read *right*. | |
| Take the following - just one random example from hundreds of lines of text: | |
| "The shops in this corner seem to be trying to outdo each other with silly | |
| displays." | |
| The words "seem to be trying to" are the awkward bit. I might write this as: | |
| "The shops in this corner strive to outdo each other with silly displays." | |
| These kinds of things weave themselves throughout the text. The removed bit was | |
| clunky and passive. The replacement flows better, and it's more active. I | |
| usually qualify these kinds of comments with a reminder that I'm no expert. I | |
| have to look two or three times to figure out just what it is about a sentence | |
| that bothers me. Even in the example above, I might change "each other" to "one | |
| another". At times, the text in The Potter and the Mould felt like a first | |
| draft, as though it had been written once and then left alone. At other times, | |
| the text felt too heavily edited, as if the smooth flow and original expression | |
| had been lost under the weight of so much revision. Which the case may be, I | |
| don't know. Like I said, it might just be the author's unique style. | |
| Robert didn't skimp on details. Even though this is an ever-moving game, the | |
| extra effort shows in the responses, from looking around to trying various other | |
| actions. This isn't always the case in story-heavy works, where the only | |
| important thing is doing exactly what advances the plot. I liked that The Potter | |
| and the Mould stood up to some prodding. | |
| The hero's premise, now that I've come to it, is that he can "mould" his shape | |
| into various things. Robert implemented this in a logical, user-friendly way. | |
| Mould options are task-specific and presented in a list. This maintains the | |
| illusion that you're really able to morph into anything, where free-form input | |
| (John Evans's games come to mind) makes this very difficult. It also gives the | |
| PC some say-so as to how the player proceeds. In other words, the PC dreams up | |
| these forms so the player doesn't have to. More than that, it eliminates the "I | |
| tried to become a diamond-tipped drill, but it didn't work" complaints, at the | |
| expense of limiting the player's options. Occasionally, this let me figure out a | |
| puzzle where I wouldn't otherwise have had all the facts, but all in all, it was | |
| a good design. | |
| Next comes the obligatory Adrift discussion - but I'll keep it short. I'm a fan | |
| of Adrift's auto-mapping, even if I found some necessary exits unmarked on it. | |
| It can be a crutch sometimes, and I probably shouldn't have tried to rely on the | |
| map as much. I'm not a fan, however, of Adrift's pick-apart parsing. I call it | |
| that, because I don't know if it has a real name. This is most problematic when | |
| commenting a transcript. If you type something that has the word "undo" anywhere | |
| in it, Adrift believes you intend to undo your last move. If you comment about | |
| "he" or "she", Adrift starts matching pronouns, leading to some interesting | |
| responses. Knowing nothing about its inner workings, I still get the impression | |
| that grammar isn't built the way it is in Hugo and other IF languages. Adrift | |
| makes plenty of assumptions, and it doesn't conform to any grammar rules. If it | |
| finds what appears to be a verb, and what appears to be a noun referencing a | |
| known object, it reacts. At times, such as when it reacts on an NPC you haven't | |
| encountered yet, it can even be a little spoilery. | |
| Even though I'm not a superhero fan, I enjoyed The Potter and the Mould. It was | |
| trippy, but it was fun. It's a solid game, and a credit to the author's | |
| experience. | |
| My Spring Thing score: "8" | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Harris (M.Harris SP@G spi-bpo.com) | |
| TITLE: Threnody | |
| AUTHOR: John Schiff | |
| EMAIL: john SP@G dopplerfx.com | |
| DATE: March 13, 2005 | |
| PARSER: TADS 2 | |
| SUPPORTS: HTML TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://mirror.ifarchive.org/if-archive/games/springthing/2005/Threnody.zip | |
| VERSION: Release 1.0b | |
| Threnody bills itself as "a lighthearted, puzzle-rich fantasy game" and as such | |
| hits the mark. The backstory is a pedestrian "castle full of treasures" meme, | |
| with the mildly interesting twist that in addition to treasure �points� | |
| accumulated, each of the NPC�s has a "Catena" which must be located and | |
| destroyed to "release" the NPC, a tally of which scores in a parallel point | |
| system. | |
| The player must choose at the beginning whether the PC will be a warrior, wizard | |
| or thief, as well as the gender of the PC. While the former affects what | |
| options the PC has available to solve portions of the game, the purpose of the | |
| gender choice seems only for fleshing out the story thread. The verbiage is | |
| standard "fantasy 101" with the exception that objects� and sometimes NPC�s | |
| descriptions contain horrible puns. The title NPC is a talking cat and is | |
| generally helpful as a guide but which purpose seems more to further the story | |
| than the game. I delight in both bad puns and cats; those not so enamored might | |
| find the game less charming. | |
| I prefer to be very methodical when playing IF, searching and examining | |
| everything in a room and solving as many puzzles as possible before moving on to | |
| the next room. This approach works poorly with Threnody. Those who prefer a | |
| brief visit to every accessible room before beginning any puzzle solving in | |
| earnest might find Threnody less frustrating. Firstly, objects that might aid | |
| in solving puzzles are often available; I did a lot of guessing. Secondly, many | |
| rooms and locations are empty, there as "place holders." Lastly, the game is | |
| full of objects that seem to be nothing more than red herrings. | |
| This leads us to bugs. | |
| It is possible to locate and destroy the Catenas of some NPC�s before | |
| encountering the NPC�s themselves. While the disappearance/destruction of the | |
| NPC should mean its absence when its location is eventually found, this is not | |
| always the case. Taking the Catenas to unusual locations to be destroyed will | |
| sometimes trigger the same bug. In any case, this bug allows the game to be put | |
| in an unwinnable state as the NPC can not be vanquished. I also stumbled upon a | |
| sequence of moves that "recreated" the Catena of one particular NPC, which I | |
| could then destroy repeatedly for points. | |
| In some cases there is more than one way to "beat" the NPC, but I found another | |
| bug involving engaging a NPC in a game of chance using an object found | |
| elsewhere. While defeating the NPC in the game of chance should achieve | |
| success, and the NPC states that you can take the (blank) because you�ve won, | |
| any attempt to actually do so results in the pre-defeat response. | |
| I found the "red herrings" to be frustrating as well. While they may not be | |
| true "red herrings" but have some purpose in solving puzzles when the PC is in a | |
| different iteration, their sheer number gets tedious � "open (blank) with | |
| (blank)"; "put (blank) on (blank)" is fun for the first thirty or forty tries | |
| but does start to pall once one gets into triple digits. Furthermore, while the | |
| PC�s carrying capacity is large it�s not unlimited. Three quarters of the way | |
| through the game I found that I was no longer able to pick up objects and had to | |
| decide which objects in my vast inventory to jettison, hoping that I would not | |
| rid myself of anything truly useful in the process. | |
| While some puzzles are ludicrously simple, some are so difficult that I had no | |
| recourse but to refer to the hints or the walkthrough. There is some trouble of | |
| the �guess the verb� variety but in many cases there seems to be no way to solve | |
| the puzzle except through brute force, trying every possible combination hoping | |
| that one works. | |
| Some minor squawks � default responses sometimes come up when the story would | |
| dictate otherwise. For example, upon entering a room there are often lavish | |
| descriptions of furnishings, floor etc., further examination of which elicits | |
| "you see nothing special about the (blank)" type responses, or directly | |
| contradictory responses � "The floor is made of large slabs of a dark, rough | |
| stone" after the description states something very different. The story | |
| emphasizes the importance of the Catenas to the NPC�s, but (with the exception | |
| of the title NPC) showing the catena to the NPC elicits a default "(NPC) is not | |
| impressed." And speaking of "guess the verb," during play I could often not | |
| recall the term "Catena" or names of NPC�s and more generic descriptions such as | |
| "man," "crystal" or "blue" were ineffective. | |
| In summary, while Threnody is a mildly entertaining diversion exactly as | |
| advertised, its flaws and generic storyline made it less than compelling. The | |
| optional graphics are very much like the game itself � workmanlike, well | |
| executed but ultimately unremarkable, and doing little to enhance the storyline. | |
| Once played through as one PC I had no desire to play more than a small amount | |
| with the PC in a different iteration, just enough to get a feel for that | |
| particular PC and some of the differences in puzzle solving. On a scale of 1 to | |
| 10 I would rate it a 5 for difficulty and an overall rating of 5.5 to 6. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Snyder (wyndo SP@G prowler-pro.com) | |
| TITLE: The Warlord, The Princess & The Bulldog | |
| AUTHOR: David Whyld | |
| EMAIL: dwhyld SP@G gmail.com | |
| DATE: March 31, 2006 | |
| PARSER: Adrift | |
| SUPPORTS: Adrift Runner and GLK Adrift | |
| AVAILABILITY: Freeware | |
| URL: http://mirror.ifarchive.org/if-archive/games/springthing/2006/warlord.zip | |
| VERSION: Version 1 | |
| It's not the next chapter in The Chronicles of Narnia (and if no other reviewer | |
| makes the same joke, I'll be surprised). David Whyld's Spring Thing 2006 entry, | |
| written in Adrift, reprises the exploits of mercenary bad-ass Stavros "The | |
| Bulldog" McGrogan in a sequel to his earlier A Spot of Bother. It's up to The | |
| Bulldog to sneak, fight, grunt, and puzzle-solve his way to victory against the | |
| evil Warlord, Baron Grishtak. | |
| At times, this is a contradiction. From the start, the goal is clear. I don't | |
| mean the goal of the story (which is also clear), but the goal of the game | |
| itself. Finish the three primary objectives with full health for a score boost, | |
| and pick up more points for solving puzzles rather than pushing past them with | |
| brute force. This opens the game to a variety of play styles, but that "best | |
| score" objective is the carrot dangling just beyond reach. The Bulldog loses | |
| life points when he fights, and without a clear idea of how to gain them back | |
| (let alone how many can *be* regained), my inclination was to avoid fights and | |
| slink about the castle solving puzzles, preserving every point of health | |
| possible. So much for being a bad-ass. | |
| Even though I enjoyed the game using this strategy, I might have enjoyed it | |
| more if I hadn't been aiming for a perfect game. In the end, it didn't matter. | |
| I didn't complete one of the three objectives, and I won with a score of only | |
| 80 and health of 90. The ending - and the death ending too, when I purposely | |
| let The Bulldog get pounced by The Tiger - was still satisfying. | |
| Things take a bit longer when you play for points. Instead of beating up the | |
| bad guys, I lured them into traps, tricked them into leaving, or simply avoided | |
| them entirely. When I stumbled into traps or lost health in unexpected ways, I | |
| opted to "undo" or "load" a prior save, so I could try another approach. This | |
| made the game tougher. To get it all right the first time, I would have needed | |
| to read the author's mind. The interesting thing is that this was just another | |
| way of playing the game. With a different objective - let The Bulldog fight | |
| enemies and bully his way past the tough parts - it doesn't require psychic | |
| powers. It's a fair system which rewards do-overs without making do-overs | |
| essential to win. | |
| I've mentioned "health points" several times. If you have visions of RPG stats | |
| and random dice-rolls - especially if you don't *like* those things - take | |
| heart. That's not how WPB works. Think of it as the antithesis of a scoring | |
| system. When you earn "score" points, it's for completing a task, reaching a | |
| milestone, or hitting some score-worthy trigger. These are things built into the | |
| game, and the points are set. If you play much IF, you've probably seen this in | |
| action. WPB has this *in addition to* its health point system. Points come off | |
| by making mistakes, or in other predetermined ways that involve alternate puzzle | |
| solutions. Sometimes, these mistakes (especially in facing enemies) can be | |
| repeated, but on the whole it's more like a credit system. The Bulldog is | |
| extended so many of these "mistake" points, and he spends them as necessary. | |
| The beauty is that making these mistakes usually gets The Bulldog past puzzles. | |
| For instance, there are several ways to pass the landmines near the beginning of | |
| the game. One way in particular saves The Bulldog from damage entirely. Other | |
| ways leave him only slightly scathed (or perhaps unharmed, but with the loss of | |
| something that might be the key to avoiding damage later). Of course, stepping | |
| into it (with persistence) solves the puzzle too, at the expense of a chunk of | |
| health. | |
| It's designed to be winnable, no matter how low your health becomes. The more | |
| damage The Bulldog takes, though, the fewer risks he can endure. Suppose this | |
| drops to a single remaining point. The game remains winnable, but every | |
| additional obstacle must be overcome with brains instead of brawn. This can | |
| become *very* difficult. Health can be recovered, but I never was quite sure | |
| how much. If I recall, I healed about 30. The Bulldog has suffered some prior | |
| to the start of the game, beginning with 63 health. Health of 100 is considered | |
| "full". It may be possible to recover more than 37, making it possible to take | |
| damage and still finish with full health. I never figured out the max. It's just | |
| as possible that every method in the game adds up only to a total of 37, meaning | |
| a perfect win requires a totally unharmed Bulldog. Maybe a better player than I | |
| - or Whyld himself - will say for sure. | |
| Really, it's a clever design. I can't think of a single puzzle that didn't | |
| have two or more solutions. The easier the solution, the fewer the points (and | |
| often, the more damage The Bulldog would take). Because my goal had me going | |
| after the toughest of each solution, I hit the built-in help often. After only | |
| a short ways into the game, I was requesting every hint available in every | |
| room. In a way, this became just another tool, like "undo". Instead of cheating, | |
| it seemed more like a part of the game. Some hints even felt more like puzzles | |
| to solve. Even *with* hints, it was often difficult to work out the best (most | |
| rewarding point-wise) solutions. Without them, though, I never would have. | |
| This all makes it difficult to say just how tough The Warlord, The Princess, and | |
| The Bulldog is. I solved many of the puzzles with easier solutions at first, | |
| costing The Bulldog only a few points of health. I would have finished faster - | |
| and possibly without so much reliance on hints - if I had just pressed forward | |
| from those points. I suppose it ranges from "challenging but not overly | |
| difficult" to "one step down from impossible", depending on what approach you | |
| take. Mine was more on the side of the latter. | |
| Whyld has done an excellent job of anticipating much of what players may try. | |
| The implementation level alone is amazing. Very little encountered in the game | |
| lacks first, second, even third-level implementation. If you look at scenery | |
| that has parts, you can look at those parts. You can often *interact* with those | |
| parts. If those parts have parts, they're probably implemented too. It pays to | |
| really inspect what's around. Even though much of it is optional, enough digging | |
| can bring up the keys to alternate puzzle solutions. | |
| The prose in WPB is dotted with amusing passages. Generally, Whyld isn't trying | |
| for real comedy - and if so, it probably wouldn't have worked here anyway. It's | |
| more the "ah ha, that was funny" kind of subdued but cliched humor you'd expect | |
| from a story in which the hero only grunts yet everybody understands what he | |
| means. When Baron Grishtak writes a letter to his ace henchman - subsequently | |
| obtained by The Bulldog - he admits that he "foolishly jotted down the access | |
| code to the master computer on the bottom of it." He goes on to encourage his | |
| henchman to destroy the letter after reading it, for that very reason. | |
| As to the presentation, the author held nothing back. My first fifteen minutes | |
| were spent just reading the introductory material - details about the game, | |
| additional commands, the intro, etc. The game font size can be adjusted via the | |
| command prompt. Screen-clearing at each room change can be turned on or off | |
| (personally, I liked it on - it was easier to quickly scroll up and reread room | |
| descriptions that way). Around four different fonts were used - one for room | |
| headers, one for the room description, the default font for most game messages, | |
| and a script-style font for letters and notes. It may sound like a hodgepodge, | |
| but it works well (if you're using the Adrift runner and your Windows-based | |
| computer has those fonts) and it set WPB apart from other games in terms of | |
| style. | |
| To now, it may seem as though I have no complaints about The Warlord, The | |
| Princess & The Bulldog. A big game, though, has more room for things to go | |
| wrong. None of these problems (in my play-through, anyway), were game-killing, | |
| but they ranged from mildly annoying to completely preventing (or, at times, | |
| *allowing*) certain solutions. My transcripts note quite a few typos - not | |
| surprising in a game of this size and complexity, but still minor dents in the | |
| proverbial finish. Weirder quirks included things like the non-working pendant | |
| (it worked once, but after a subsequent "undo" or "restore", shaking it didn't | |
| work even though it still had 3 charges); being able to enter the guards' | |
| training courtyard in a "they're gone" state, even though they shouldn't have | |
| been; a reference to a voodoo doll in the hints, which doesn't seem to be in the | |
| game (Adrift will usually respond to objects it knows, even in other places, and | |
| it didn't know that one); being able to break the panel in the sleeping quarters | |
| repeatedly; I didn't realize it at the time, but the "code to the master | |
| computer" is too long to work in either of the computers found later in the | |
| game; some available exits were unmarked on the map; some exits described in the | |
| text didn't work in the game; you can't "undo" to before a hint screen; I | |
| couldn't get "exit" to work (even though it was supposed to), when trying one of | |
| the codes; A seven-letter password scattered throughout the castle appears to | |
| have two fifth letters; it's possible to set the watch before winning, so that | |
| it goes off during the final scene; a few other miscellaneous quirks. | |
| As the game progressed, these things either became more common or more | |
| noticeable. Maybe it was the cumulative effect, but my faith in the game's | |
| internal consistency was shaken. If I felt at all guilty about reliance on | |
| hints, the feeling passed when I thought that maybe the game was broken just | |
| enough to *prevent* the solutions I needed for a perfect win. This may not be | |
| true. From my experience, the bugs that persist after beta testing are usually | |
| the bugs in sections that *aren't* vital - else they would have been worked out | |
| already. Nonetheless, it's a reminder: the better the polish, the higher the | |
| faith. | |
| Most of the design works great. The health point system contributes to alternate | |
| puzzle solutions, and alternate puzzle solutions are abundant. The hints, | |
| although cryptic at times, are helpful. Even so, a few specific parts left me | |
| cold. One very early puzzle (the one that avoids a loss of health - an easier | |
| but damaging alternate does exist) requires waiting a few turns after taking | |
| action. I was impressed that the game allowed the particular action, but I | |
| thought I had messed up - so I did an "undo". Speaking of "undo", you can | |
| unwittingly make a move that disables it, in what I can only describe as a prank | |
| perpetrated by the author. It's by no means a necessary (or even an obvious) | |
| move, but some players will try it. I found no way to re-enable it, aside from | |
| reverting to a prior save (or starting over). One obstacle requires that you | |
| lose everything in inventory. The hints describe a way to keep most of it, but | |
| it requires repeating an action (and it's even possible to undo a failure, | |
| repeat, and succeed the second or third time). | |
| As a Spring Thing entry, WPB is fittingly sized. My play-through - taking most | |
| puzzles the hard way and relying heavily on the built-in hints - was eight and | |
| a half hours. Despite the flaws, I enjoyed the time I spent with The Warlord, | |
| The Princess & The Bulldog. An incredible amount of effort was put into this | |
| game, and it really shows. A post-competition release could address the | |
| remaining problems, making it even more recommendable. | |
| My Spring Thing score: "9" | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | o_/ | | | |_. \ \ | |
| .\ \ | | | o | | | | .\ \ | |
| |___/ |_| |_|_| \___| |___/ PECIFICS | |
| SPAG Specifics is a small section of SPAG dedicated to providing in- | |
| depth critical analysis of IF games, spoilers most emphatically | |
| included. | |
| WARNING! SPOILERS BELOW FOR THE FOLLOWING GAME: | |
| The Baron | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THIS GAME! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Dan Shiovitz (dans SP@G drizzle.com) | |
| TITLE: The Baron | |
| AUTHOR: Victor Gijsbers | |
| EMAIL: victor SP@G lilith.gotdns.org | |
| DATE: March 31, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-code (Inform .Z8) interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://mirror.ifarchive.org/if-archive/games/springthing/2006/baron.zip | |
| VERSION: Release 1 | |
| In my review of The Baron for the comp, I mostly just said "I'm pretty sure this | |
| is not like any IF game you've ever played before" and left it at that. But this | |
| is a SPAG Specifics review, so I'm going to assume everyone's played the game | |
| all the way through, and will feel free to get into the nitty-gritty details of | |
| how and whether I think the game works. | |
| To get some stuff out of the way, I'm not particularly impressed with the | |
| writing or storyline here. I think it's too obvious early on that weird stuff is | |
| going on with the daughter, the "the PC is actually a bad guy!" plot has been | |
| done before (in Bliss, for example), and most of the actual plot elements feel | |
| more like setpieces than real places or NPCs -- you got your generic dragon cave | |
| (bone flooring optional), your generic village, your generic forest, your | |
| generic ruined castle. So given all that, why did the game work so well for me? | |
| The first time the game astonished me was when when I typed >KILL WOLF on the | |
| young wolf after I killed its mother, and the game *asked me why I was doing | |
| it*. Man, even now I am still blown away by how cool that is. When this | |
| happened, the game essentially defined a whole new reason for why IF is | |
| interesting. We've talked in the past about buzzwords like "exploration" and | |
| "agency" and "complicity" to name things you get out of IF that you don't get | |
| out of static fiction, but The Baron defines a new one -- justification. | |
| There have been hints of this kind of thing in the past. Piece of Mind, for | |
| instance, has a famous section where the player is challenged by the game's | |
| protagonist over the rightness of the action the player's typed in. And | |
| obviously there are plenty of games where the PC has to make a moral decision. | |
| The thing is, in almost cases the moral decisions involved in those games are | |
| lame, or not really a decision at all -- the game clearly identifies one of the | |
| decisions as right and the other as wrong. | |
| The game-design insight in The Baron is that by shifting the moral judgement | |
| onto the player, the decision suddenly becomes much more interesting, because | |
| now the player (and not just the PC!) has direct personal stakes. This is sort | |
| of similar to how you can make a storyline more involving by presenting it in | |
| nonlinear order: in that case the player gets involved in the plot because they | |
| have to piece it together themselves. In this case they're involved in the | |
| decision because then they're asked to justify it -- not to the game, which | |
| would be trivial, but to themselves. The game establishes that the PC has been | |
| doing something bad for a long time, and is on the verge of doing it again, and | |
| nothing more. The question of how bad a person this makes the PC is entirely up | |
| to the player, as are the punishment for and future consequences of the PC's | |
| actions. | |
| When The Baron gets away from asking for justification, it tends to lose its way | |
| a little bit. The scenes at the beginning in the dragon cave and at the end in | |
| the ruined castle are examples of this: the symbolism comes off as heavy-handed, | |
| and none of the PC's actions matter. Which is an interesting objection, since | |
| the PC's actions don't really matter elsewhere either -- there's only one place, | |
| right at the end, where you have the power to alter the storyline in a | |
| significant way. | |
| The point seems to be that, again, the PC's actions in The Baron are meaningless | |
| except as they're evaluated by the player: your actions with the wolf don't | |
| matter except that the gargoyle forces you to discuss them. I'm surprised that | |
| the initial scene with the dragon never gets a similar kind of discussion -- the | |
| choice to fight or run, and the question of whether failure is really inevitable | |
| fit in just fine with the rest of the game, but without discussion they aren't | |
| particularly important. | |
| So where to from here? I would be totally interested in seeing new games use | |
| this one as a jumping-off point. The thing I would most like to see is if | |
| there's a way to restore some agency to the player here -- The Baron focuses so | |
| tightly on the moral decisions that it makes the PC's actions irrelevant to the | |
| course of the narrative even if they're relevant to the player. It seems like it | |
| must be possible to have a game where the PC's choices are significant both | |
| in-game and out of it. But The Baron is still seriously ground-breaking, and I | |
| hope in a few years we can look back and see it make the same kind of impact on | |
| IF design that Photopia or A Mind Forever Voyaging did. | |
| As one final closing note, Victor Gijsbers is involved in the modern RPG scene, | |
| and it's hard not to think that The Baron is strongly influenced by trends | |
| there. Like, here's a quote from Ron Edwards defining Narrativist gaming, the | |
| closest RPG trend to what Gijsbers's game is about: | |
| Story Now requires that at least one engaging issue or problematic | |
| feature of human existence be addressed in the process of | |
| role-playing. "Address" means: | |
| Establishing the issue's Explorative expressions in the game-world, | |
| "fixing" them into imaginary place. | |
| Developing the issue as a source of continued conflict, perhaps | |
| changing any number of things about it, such as which side is being | |
| taken by a given character, or providing more depth to why the | |
| antagonistic side of the issue exists at all. | |
| Resolving the issue through the decisions of the players of the | |
| protagonists, as well as various features and constraints of the | |
| circumstances. | |
| Sounds familiar, hunh? This is from | |
| http://www.indie-rpgs.com/_articles/narr_essay.html -- somebody interested in | |
| working on a game like The Baron would be well-advised to check it out. | |
| Even if you're not interested in a game that's as non-standard as The Baron is, | |
| there's plenty of RPG theory and craft that still applies: how to set up a | |
| scene, how to cut between scenes, how to build storylines that allow for and | |
| adapt to the PCs doing surprising things. The modern IF community has gained a | |
| lot of valuable insight from static fiction and other types of computer games, | |
| but RPGs have been mostly absent as an influence since Colossal Cave. It's | |
| probably time the IF community starts looking at another interactive | |
| storytelling medium and seeing what techniques they have that we can learn from. | |
| 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 accept | |
| submissions that have been previously published elsewhere, although original | |
| reviews are preferred. | |
| For a more detailed version of this policy, see the SPAG FAQ at http://www. | |
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