| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #46 | |
| Edited by Jimmy Maher (maher SP@G grandecom.net) | |
| October 17, 2006 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #46 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. | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Attack of the Yeti Robot Zombies | |
| Dreadwine | |
| Eragon | |
| Escape from the Crazy Place | |
| Gilded | |
| The Glass Books of the Dream Eaters | |
| Off the Trolley | |
| Provenance | |
| Snatches | |
| Son of a... | |
| A Spot of Bother | |
| Time to Shine | |
| EDITORIAL------------------------------------------------------------------ | |
| Well, folks, the IF world's equivalent of the Venice, Cannes, and Sundance film | |
| festivals is on. Yes, the 12th annual Interactive Fiction Competition is in | |
| full swing. I awaited this year's competition with even more curiosity than | |
| usual, for a couple of reason. First, I was curious whether the recent beta | |
| release of Inform 7 and the recent offical exit of TADS 3 from beta status | |
| would generate excitement which would in turn lead to more games being entered. | |
| I was happy to see that there was indeed an uptick in submissions this year, | |
| from the 30-something games of the last few Comps to 43 this year. Secondly, I | |
| wanted to see what authors actually did with those systems. I shouldn't talk | |
| about this latter too much quite yet, as judging is still going on, but I will | |
| say that I am quite impressed and excited to find that games created with the | |
| new systems truly do seem to show a higher overall quality in some ways. | |
| (Standard disclaimer: It is of course still possible to do wonderful work with | |
| Inform 6, TADS 2, Adrift, Hugo, ALAN, etc., as is proven in this Comp and | |
| elsewhere.) | |
| It's interesting to compare the two important new development systems. Rather | |
| than being essentially different versions of the same philosophy, as they were | |
| in the days of TADS 2 and Inform 6, each has move in its own direction and now | |
| targets a slightly different author "market." | |
| By moving Inform 7 as far as possible from the notational style of conventional | |
| computer programming, Graham Nelson has attempted to create a more welcoming | |
| system for those who are better at or more interested in writing than | |
| programming. (I am not going to get into a discussion of whether writing with | |
| Inform 7 is really programming. Of course it is. Nor of whether the language | |
| is as efficient as Inform 6. Of course it isn't. Those who argue over these | |
| things are kind of missing the point of the system in my opinion.) I'm not | |
| sure there is anything one can do in Inform 7 that one cannot do in Inform 6 -- | |
| indeed, I am virtually sure there is not, as the Inform 7 compiler is really | |
| just an Inform 6 preprocessor -- but the new language nevertheless serves a | |
| valuable purpose in making that power more accessible and, just as importantly, | |
| in making it much easier to flesh out one's gameworld with complete | |
| descriptions of objects and scenery, etc. And then there is that wonderful | |
| IDE, which subtly and not so subtly encourages the writer to test and polish her | |
| game. | |
| TADS 3, on the other hand, is a very different beast. I hadn't spent much time | |
| looking at the system prior to its recent official release, but already was | |
| deeply impressed with its conversation model, which I feel gets us as close as | |
| we have yet come to answering the "NPC question" when in the hands of experts | |
| like Eric Eve or Mike Roberts himself. I downloaded the official release | |
| following its announcement, and was actually just as impressed with TADS 3 as I | |
| had been by my first exposure to Inform 7. The TADS 3 approach is radically | |
| different. While Inform 7 softens the programming blow through its natural | |
| language interface, TADS 3 embraces it wholeheartedly. It looks and acts like | |
| not just a programming language, but a thoroughly modern development | |
| environment. The TADS workbench included with the system is wonderful, and | |
| when I began to explore the language itself I began to realize that here we | |
| have an out of the box system with a far deeper simulation layer than anything | |
| we have seen in IF before. It doesn't coddle its prospective user. The | |
| language and even the IDE, with its watches and breakpoints and other technical | |
| debugging terms, is all business, and likely would be decidedly intimidating to | |
| the non-techie. And you know what? That's fine, because Inform 7 is there for | |
| them as perhaps the first ever really viable "IF creation without really (in | |
| the sense of semicolons and squiggly braces) programming" system. I suspect we | |
| will continue to see markedly fewer TADS 3 than Inform 7 games, but that those | |
| games that are released will push the envelope of sophistication more than most | |
| written with Inform 7. | |
| And so we have a system for writers and a system for techies. For someone like | |
| myself, like many of you caught somewhere in between, the choice comes down to | |
| personal preference and the needs of the project. If and when I finally start | |
| my long delayed IF dream work, I am leaning toward TADS 3 at this point, simply | |
| because it will be a simulation heavy work that I think would be more suitable | |
| for that environment. Both systems are wonderful, though, and another type of | |
| project would send me to Inform 7. It really is great to be spoiled for | |
| choice. IF development has come a heck of a long way in the past couple of | |
| years, and the community owes quite the debt of gratitude to Mike Roberts and | |
| Graham Nelson, as well as everyone who has helped them in big or small ways. | |
| It's good to be spoiled for choice. | |
| And I owe quite a thank you to the community as well. A week ago I had only | |
| six reviews for this issue, and it looked like my recent lucky run of fairly | |
| substantial issues was at an end. But you folks came through in response to my | |
| last minute plea, doubling my review count in just a few days. So, thanks to | |
| everyone who contributed to this issue. I think it's a pretty good one, and I | |
| hope you will agree. And now, on with the show. | |
| IF NEWS ------------------------------------------------------------------- | |
| THE ESCAPIST ON INFOCOM | |
| The excellent online gaming magazine The Escapist published an article on | |
| Infocom's company history a couple of months ago. For us fanatics in this | |
| community, it's pretty much the same old story, but it is interesting to see | |
| our favorite defunct computer game company getting such exposure in the | |
| (relatively) gaming mainstream press. The same magazine also recently | |
| published an article on the lost art of computer game feelies, with Infocom | |
| again mentioned prominently. | |
| http://www.escapistmagazine.com/issue/55/20 | |
| http://www.escapistmagazine.com/issue/62/12 | |
| INTROCOMP 2006 | |
| Jacqueline A. Lott's Introcomp 2006 is complete. Now here's hoping the winning | |
| authors manage to finish their epics and claim their prizes for once. Said | |
| winning authors were: | |
| 2nd Runner Up: Greg Boettcher with Nothing but Mazes | |
| 1st Runner Up: Stephan Granade with Child's Play | |
| 1st Place: Mordechai Shinefield with Southern Gothic | |
| http://www.xyzzynews.com/introcomp | |
| WEB-BASED IF FORUM | |
| A new forum for IF discussion was recently opened as an alternative to the | |
| Usenet groups. Whether it will survive I would say is very much an open | |
| question, but it does seem to still be seeing at least a little activity. If | |
| you want to see it not only survive but prosper, you know what to do. And if | |
| you are in the "Usenet or death!" crowd, you know what to do as well. And if | |
| you are like me, and just want to see IF being discussed SOMEWHERE, maybe you | |
| will want to just sit this particular battle out. | |
| http://www.intfiction.org/forum | |
| IF DREAMS | |
| David Cornelson has an ongoing request for IF based upon dreams. Submit your | |
| games to him, and he will post them on the IF Wiki page he has set up for the | |
| purpose. Three titles are available there already. | |
| http://www.ifwiki.org/index.php/IF_Dreams | |
| TADS 3 | |
| After literally years in beta, the latest and greatest iteration of Mike | |
| Roberts' TADS development system has seen its first stable release at last. | |
| This is exciting stuff, folks, a powerful new system with lots of new ideas and | |
| never before seen capabilities. Also wonderful to see is the documentation | |
| suite, which finally gives TADS an equivalent to the wonderful manuals Graham | |
| Nelson has always provided for Inform. Huge kudos for this are due to Eric Eve | |
| and many others. | |
| http://www.tads.org/tads3.htm | |
| FROBTADS 0.6 | |
| In honor of TADS 3's official exit from beta, Nikos Chantziaras has released | |
| the latest version of FrobTADS, his TADS 2 and 3 console mode interpreter and | |
| development environment for a variety of systems, including Unix, Linux, OS X, | |
| and Windows. | |
| http://www.tads.org/frobtads.htm | |
| BRIAN MORIARTY INTERVIEW | |
| The author of Infocom's Wishbringer, Trinity, and Beyond Zork as well as | |
| Lucasarts' Loom was recently interviewed by the website Adventure Classic | |
| Gaming. I was interested to see that Brian still likes to dabble in IF | |
| development, but doesn't feel his work is worthy of public release. Gee, I | |
| wonder how many members of the modern community might be interested in helping | |
| him out? | |
| http://www.adventureclassicgaming.com/index.php/site/interviews/212 | |
| CARDINAL POINTS | |
| Karl Parakenings has begun a new column for the eToychest website that will | |
| feature regular coverage of IF happenings. The very first edition features an | |
| interview with IF Comp organizer and Brass Lantern webmaster Stephan Granade. | |
| http://etoychest.org/index.php?option=com_content&task=view&id=5180&Itemid=43 | |
| NON-COMP REVIEW PROJECT | |
| Peter Mattsson has this year taken over this very worthy endeavor from Greg | |
| Boettcher. It is an attempt to secure reviews of every game released outside | |
| of a competition during 2006. Non-competition games too often go under- | |
| covered, but their authors deserve feedback as well. Peter doesn't appear to | |
| have set up a website for the project yet, but you can reach him via email with | |
| inquires or reviews at peter.mattsson SP@G lineone.net. And while you're at | |
| it, send those reviews to SPAG too, and help both me and Peter out for the cost | |
| of just one bit of writing. | |
| SPRING THING 2007 | |
| Greg Boettcher will be running the annual Spring Thing competition again next | |
| year. Its rules are considerably different from those of the fall competition, | |
| and are designed both to encourage longer games and to discourage buggy, | |
| unpolished games. It's a great idea that deserves more attention and | |
| participation than it has gotten in years past, so please check it out and help | |
| to make it the ying to the IF Comp's yang that it could be. | |
| http://www.springthing.net/2007 | |
| GLULX GETS UNICODE | |
| Andrew Plotkin has updated his Glulx virtual machine specification to fully | |
| support unicode characters, at last making it the equal of the Z-Machine for | |
| developers working in languages other than English. The interpreters have | |
| already been updated. Go to the IF Archive to download your favorite. | |
| http://mirror.ifarchive.org/if-archive/programming/glulx/interpreters | |
| IF COMP 2006 | |
| And of course, the most urgent news of all is that the biggest event on the | |
| community's annual calendar is now in full swing. 43 hopeful contestents await | |
| your playing and judging this year. You only have until November 15, so get | |
| cracking. And see next quarter's SPAG for full coverage of the Comp, including | |
| interviews with the winning authors and as many reviews as I can get you folks | |
| to send me. | |
| http://www.ifcomp.org | |
| SPAG NEEDS YOU! | |
| So many deserving games are still waiting for reviews. If you have played or | |
| plan to play any of these, please think about setting aside an hour or two of | |
| your time to write up your impressions. You'll feel good afterward, I promise. | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. IF Comp 2006 Games (any or some) | |
| 2. No Famous | |
| 3. 1893: A World's Fair Mystery | |
| 4. Final Selection | |
| 5. The Retreat | |
| 6. When in Rome, parts 1 and/or 2 | |
| 7. Bronze | |
| 8. IntroComp 2006 Games (any, some, or all) | |
| 9. The Reliques of Tolti-Aph | |
| 10. An Escape to Remember | |
| KEY TO SCORES AND REVIEWS-------------------------------------------------- | |
| Consider the following review header: | |
| TITLE: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| VERSION: Release 23 | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Authors may not review their own games. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Emily Short (emshort SP@G mindspring.com) | |
| NAME: Attack of the Yeti Robot Zombies | |
| AUTHOR: Oyvind Thorsby | |
| EMAIL: jthorsby SP@G broadpark.no | |
| DATE: August 27, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/zcode/AOTYRZ.z5 | |
| It would be hard to write a very long review of Attack of the Yeti Robot | |
| Zombies. This is a short game, and one that deliberately avoids depth of | |
| implementation: there aren't many objects in any given room; moreover, EXAMINE | |
| is disabled. What you see in the initial room description is all the | |
| information you get. | |
| This spareness is in service of an unusual goal: getting the player to play a | |
| timed game without restoring any saved files or undoing any moves. The | |
| announcement for AotYRZ explained that this was an "attempt to win on the | |
| first play" game, an unusual effect for IF. Since there's nothing to force the | |
| player to obey these restrictions, AotYRZ has to rely on player goodwill. | |
| Fortunately, the design of AotYRZ does support that kind of play. There are no | |
| puzzles you need to solve by repeated tinkering. The absence of EXAMINE | |
| actually helps here, since in any given situation you know you've seen | |
| everything you need to see; there's no chance that you've failed to look at an | |
| object that carries a critical clue. Even the puzzles I missed were, in | |
| retrospect, completely fair. | |
| AotYRZ is also a bit more forgiving than the description might imply. The | |
| puzzles all revolve around killing or avoiding bad guys (mostly the monsters | |
| of the title); the player character has a limited supply of ammunition, which | |
| he can use to circumvent puzzles when it looks like he's not going to be able | |
| to solve them in time. So it's not necessary to get everything right to | |
| survive the game. Solving a majority of the puzzles is enough. | |
| When played as intended, AotYRZ achieves a level of tension missing from most | |
| IF games. The structure works particularly well in action scenes: because my | |
| player character wasn't given the time to dawdle or the opportunity to examine | |
| things thoughtfully, the moments when I had to do something dangerous and | |
| flashy felt more cinematic than in other works. | |
| In other respects, this is pretty light-weight stuff. Right from the title we | |
| know the game doesn't take itself very seriously. The premise never gets any | |
| deeper than that; the setting is cartoonish; there's not much to the story, | |
| either. So while I was engaged with the technical challenge of getting through | |
| in a single play, I never felt that the stakes were very high if I failed. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: David Jones (drj SP@G pobox.com) | |
| Title: Dreadwine | |
| Author: Eric Eve | |
| E-mail: eric.eve SP@G hmc.ox.ac.uk | |
| Date: July 23, 2006 | |
| Parser: Inform 7 | |
| Supports: Z-code | |
| Availability: if-archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/mini- | |
| comps/mcdream/Dreadwine.zblorb | |
| Version: Release 1 / Serial number 060723 / Inform 7 build 3T38 (I6/v6.31 lib | |
| 6/10N) | |
| Dreadwine was the only entry in the first MC Dream mini-comp. David Cornelson, | |
| who organised the mini-comp, says "the premise of this mini-competition is to | |
| write a game that represents one of your most vivid dreams. The intent is to | |
| convey the emotion you felt that made the dream so remarkable.". Should | |
| Dreadwine be judged as a game or as a conveyor of the author's emotions? As a | |
| game it provides little of interest, few interesting interactions and a | |
| solution that is arbitrary and unsatisfying. As a vector for emotion it fares | |
| rather better. | |
| The central premise is that you have to escape the town in order to escape the | |
| rather unpleasant fate that appears to inevitably befall the town's occupants. | |
| Naturally your PC won't let you escape without also rescuing a key NPC. | |
| The dream, which is context that the player is aware of but not the PC, and the | |
| principal NPC, who is familiar to the PC (apparently) but not the player, are | |
| both used as devices to restrict movements, actions, and descriptions. That | |
| the dream provides an explanation for the abstraction and the surreal | |
| juxtapositions is nice, but more than that it's very nice that the author | |
| manages to turn this round and use the abstraction and the situations to | |
| reinforce the fact that one is playing in a dream. In a way the dream provides | |
| a solution to the problem of how to restrict what the PC can do. You're | |
| playing a dream, why should you be able to do everything that you can do in the | |
| real world? Many objects that would demand a more detailed description in | |
| another game have abbreviated descriptions appropriate to the dream setting: | |
| "There are other buildings round about, of course, but you are only vaguely | |
| aware of them". | |
| The restrictions imposed by the key NPC interfere with the gameplay more, but | |
| they reinforce the characters of both the PC and the key NPC and are therefore | |
| crucial in supporting the game's emotional content. An example that draws on | |
| both the dream and the key NPC: "No, you don.t want to go west, for you sense | |
| that it leads only to darkness and despair. [KEY NPC's NAME] tugs at your | |
| sleeve, urging you to turn round and go some other way.". Now, in terms of | |
| gameplay this is the just the "you can't do that because I haven't implemented | |
| the entire universe" response, but the immersive spell remains unbroken by the | |
| way the author has married the reponse to the situation. | |
| The town has a drab sullen atmosphere suffused with a sense of forboding. The | |
| author writes very well and manages to create his dream with economical English | |
| that is interesting and evocative. I feel like I shouldn't have to say this is | |
| a review, but the author's writing is error free. The author, in ABOUT, | |
| mentions "one literary influence that will be immediately apparent to a great | |
| many players", well, it wasn't apparent to me, maybe I'm just less well read | |
| than most game players. | |
| In what to me was a bit of flashback to playing City of Secrets, the town is | |
| "populated" with randomly generated NPCs that pop up in the various street | |
| location from time to time. Here, as in CoS, it does a good job of providing a | |
| bit of background colour. | |
| This isn't a very big game (half an hour of play would typically be enough), | |
| and there doesn't appear to be much to do. I found it a bit of a frustrating | |
| experience struggling to find what little there is to do, because it's never | |
| entirely clear when you exhausted a line of investigation. What is implemented | |
| is implemented well. I reached two endings, one is obviously unsatisfying, but | |
| the other doesn't leave me very satisified either. Whilst wondering if there | |
| are more endings I rediscover the ABOUT text which proclaims that there are two | |
| endings. With the hindsight of having found them both it's now clear that the | |
| ABOUT text also more or less tells you how to finish the game. You seem to get | |
| an extra 10 minutes in bed in one of the endings, so that must be a good thing. | |
| Given that there appears to be little to do it would be nice if more verbs were | |
| implemented. If only because frustrated players, like me, are likely to try | |
| lots of things. | |
| I think Dreadwine is well worth dipping into just for the emotional content. I | |
| was left wanting more, partly because the endings have no real resolution and | |
| partly because Dreadwine make it clear that the author could do it so well. In | |
| many ways I think Dreadwine could quite plausibly form the introductory chapter | |
| of a much larger game, in that sense I was reminded of the opening of Trinity. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Stephen Bond (stephenbond SP@G ireland.com) | |
| Title: Eragon | |
| Author: Anonymous | |
| E-mail: ??? | |
| Date: July 2005 | |
| Parser: Inform 6 | |
| Supports: Zcode Interpreters | |
| Availability: Free, available on official Eragon site | |
| URL: http://www.alagaesia.com/game/ | |
| Version: 1 | |
| One kind of r*if post I hate (one of many) is the "IF reference at | |
| dingbats.com!" variety, where I'm meant to be grateful because some badly-drawn | |
| comic strip has mentioned a grue on panel 3, or some blog has posted an | |
| "amusing" "satirical" IF transcript, which has all your favourite commands, | |
| from >XYZZY to >FROTZ LANTERN, but never my favourite command, which is >QUIT. | |
| As you might gather, I'm never excited by this kind of exposure; it invariably | |
| tends to reinforce old stereotypes about the form, playing to a gallery that | |
| associates IF with dungeon crawls, treasure hunts, mazes and magic words. In | |
| the unlikely event that anyone's interest is piqued by such stuff, they'll come | |
| to r*if expecting more of the same. | |
| A recent example of mainstream IF exposure is Eragon, a zcode dungeon crawl | |
| apparently based on a book of the same name by Christopher Paolini (and because | |
| it's hosted on his official site with no other attribution, he'll have to take | |
| the blame for the game as well). Eragon takes its game design cues from the | |
| homebrewed BASIC Zork knock-offs that padded out coverdisks in the 80s, and so, | |
| true to form, we have a maze, we have parser problems, we have guess-the-verb | |
| for every puzzle, we have laughably static NPCs, and we have bad, bad writing. | |
| "A bundle lays wrapped at his feet", we are told early on, and further | |
| occurrences of the same error reveal that the writer really does think "to lay" | |
| means "to lie". He splices pleonasms together with commas, writing "to the east | |
| stands a crude tent, the source of the singing comes from within it" instead of | |
| "the singing comes from a crude tent to the east." In fact, the prose is | |
| littered with so many grammatical, spelling and formatting errors that I can | |
| begin to appreciate why the novel took a year in the writing, and two years in | |
| the editing. That said, I hope the game was written by some deluded fanboy and | |
| not by Paolini himself. If this is anything like the published novel, then I'm | |
| amazed it ever got out of the slushpile. | |
| Eragon's setting and story are the miserable third pressings of Tolkien, with | |
| the ancient dwarf stronghold Khazad-D�m -- sorry, "Farthen D�r" -- coming under | |
| attack by orcs -- sorry, "Urgals". It's the kind of place where all the proper | |
| names suffer from Klingonitis, being peppered with glottal stops and random | |
| diacriticals. The exception is the incongruous "Angela", an unmoving herbalist | |
| who is clearly supposed to be a bit of a character, but just repeats the same | |
| screen-long infodump every time I talk to her. The PC is entirely without | |
| character and the dungeon is entirely without atmosphere, a state not helped by | |
| the presence of rooms called "Maze M3" and "Hallway H19". "The northern wall | |
| appears to be a mycologist's dream!" we are told at one stage, which is an odd | |
| coincidence, because the rest of the game is a proctologist's dream. | |
| As a game, Eragon is less than worthless, but I suppose the real issue is | |
| whether it's likely to encourage new people to check out the IF community. On | |
| balance, I don't think I'd like r*if to be overrun with consumers of EFP, but | |
| Eragon offers little danger of that. There are no links to the IF community on | |
| the site, and no credit is given to the development system, only to some | |
| mysterious and unnamed "open source technology". The Inform banner has been | |
| hacked away from the start, but the undocumented >SCRIPT ON reveals the game to | |
| have been written in Inform 6.3. (This also reveals the game to have been | |
| released in debug mode, so that I can solve one puzzle with >PURLOIN -- my | |
| other favourite command.) Given the number of default responses left in, a | |
| chunk of the game's text is actually by Graham Nelson; but rather than | |
| acknowledge a debt, the game prefers to hide the competition. A dishonest | |
| strategy, but no doubt the only profitable one when you've got such a duff | |
| product! | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Harris (M.Harris SP@G spi-bpo.com) | |
| TITLE: Escape From the Crazy Place | |
| AUTHOR: JJ Guest | |
| EMAIL: jason.guest SP@G gmail.com | |
| DATE: August 14, 2006 | |
| PARSER: HTML TADS 2 | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/tads/Escape.zip | |
| JJ Guest writes, .I began writing Escape from the Crazy Place when I was | |
| thirteen years old, and have now finally finished it, aged thirty-six. In spite | |
| of this I still haven't the slightest idea of what it's about.. And how. | |
| I can only imagine that the vast stretch of time was spent on the technical | |
| details of adapting the game to the parser, as the admittedly bug-free play | |
| reads like something written by a 13 year old. The game opens with an NPC | |
| hamburger vending clown named Donald McRonald who eventually .takes two fingers | |
| and stuffs them up your nostrils for a joke,. and it deteriorates from there. | |
| The play, the .puzzles. (such as they are) and the illustrations are simple, | |
| sophomoric and pointless. | |
| If this sort of humor is your cup of tea, have at it; it.s the only thing | |
| Escape From the Crazy Place has going for it. If on the other hand you find it | |
| as irritating and unfunny as I do, you.d be well advised to give it a pass. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: DJ Hastings (dj.hastings SP@G centurytel.net) | |
| TITLE: Gilded | |
| AUTHOR: "A. Hazard" | |
| EMAIL: gilded SP@G darkluna.com | |
| DATE: October 1, 2005 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2005/tads2/gilded/gilded.gam | |
| VERSION: 0.9 | |
| Gilded has an interesting idea for a PC: you play a fey with the ability to | |
| shapeshift and create things. The game opens as you listen to the plans of | |
| several locals to go on a treasure hunt, and you end up joining them. I thought | |
| the game did a good job of guiding me through the introduction while giving me | |
| reasonable freedom of action. But once I got outside with the party and ready | |
| to set out, the game seemed to give up and say, "OK, it's your turn to guide | |
| things along for a while." | |
| The party got outside, and we were all ready to set off and find the treasure. | |
| So I tried to set off- and the game told me that I was "not quite finished | |
| playing" with my companions. I tried out my special powers (more on them | |
| below), but my companions seemed to pretty much ignore them. I tried talking to | |
| my companions, which didn't seem to get anywhere, and I tried thinking about | |
| stuff, which revealed that I was as empty-headed as they were. | |
| So I went to the walkthrough, found out what I was supposed to do next, and | |
| scratched my head and wondered how I was supposed to think of that. It looks | |
| like the author intended me to find it by accident while playing around, but | |
| that didn't happen with me. | |
| For pretty much the rest of the game, I didn't see any indication of what I was | |
| supposed to be doing. I couldn't see any motivation for my character to stick | |
| around at that point, let alone do the things he has to do to advance the game. | |
| And often it was unclear what those things were. Because of this, I ended up | |
| using the walkthrough for nearly the whole thing. | |
| Even after I finished, I wasn't sure exactly what was going on. I got the basic | |
| idea of the plot (I think), but most of it still confused me when I got done. I | |
| had the feeling that there was a story going on, but that the author had | |
| forgotten to tell me about it. | |
| Although the story was unclear to me, the writing itself was clear enough. I | |
| didn't notice any spelling or grammar errors, and the various places in the | |
| game were well described. I particularly enjoyed the dialog between characters, | |
| which takes place mostly in the beginning of the game. Some of it was quite | |
| funny, and it sounded "real" to me, helping give a bit of character to the | |
| NPCs. | |
| Another area where the author did well is in the amount of stuff he | |
| implemented. You can pick flowers, climb trees, drink from fountains, and catch | |
| falling petals. I spent most of the game just following the walkthrough, but | |
| during the time I was poking around I found a lot of stuff to do. Of course, | |
| that made it even harder to figure out what needed to be done, but the problem | |
| was with the lack of direction, not the deep implementation. | |
| Well, I said I'd get to discussing the player's powers eventually, so I'll take | |
| them each in turn: | |
| The creation ability: | |
| Although your character is supposedly able to create anything out of nothing, | |
| the help text said that I should stick to things appropriate to a fairy tale | |
| setting. So I started by trying "create sword", and got a blank line as a | |
| response. A little later on, an NPC mentioned that we needed provisions, so I | |
| tried "crate food", and was given a generic failure response. I tried creating | |
| various weapons, armor, treasures, clothes, and equipment, and all I got for my | |
| trouble was a single gold coin. Altogether, I counted five different ways to | |
| fail to create something, including "I don't know that word" and a bug ("do you | |
| mean the , the , or the ?"). | |
| Now, I understand that the author couldn't add responses for everything I could | |
| think of creating, and I don't expect him to. But when the game tells me that I | |
| can create anything, it's setting expectations that it can't possibly fulfill. | |
| In my opinion, it would have been far better to limit the PC's ability rather | |
| than pretending that he could do things he really couldn't. For example, if the | |
| game had said "you can create weather effects," then the author could have | |
| focused on weather and implemented it much better. | |
| Speaking of weather, you are able to create various weather effects- rain, | |
| lightning, etc. This is probably your most useful ability in the game, but I | |
| didn't figure out that I could do it until I went to the walkthrough. A more | |
| thorough description of what one can do with the creation ability would help | |
| the game a lot. | |
| As it was, using the creation ability felt like a poorly done ask/tell | |
| conversation: keep typing in guesses until something works. | |
| The shapeshifting ability: | |
| The PC's other ability is the power to shapeshift into three forms: a dragon, a | |
| bird, and a human. However, the dragon form is too taxing to use until the | |
| Right Moment, which doesn't come until the endgame, so for most of the game you | |
| really only have two forms to change between. The problem is, your bird form | |
| seems to be completely unnecessary. | |
| That's not to say that you can't do things as a bird that you couldn't as a | |
| man- you can fly and peck NPCs, for example. But these actions did not seem to | |
| be particularly helpful for solving any problems that I ran across. As far as I | |
| could tell, the bird form was just there to play with if I felt like it, and | |
| was more or less irrelevant to the game. | |
| Now, when I play a game that gives me superpowers of some kind, I expect that | |
| I'll be using them to advance the game. I want to use my abilities in various | |
| clever (or even clumsy) ways to get around obstacles that I face. And if I | |
| don't get to, I feel somewhat cheated by the author- and often a little sorry | |
| for him, because he went to all the work of implementing the special power for | |
| nothing. | |
| Unfortunately, Gilded made me feel that way. When I first read about the | |
| shapeshifting ability I eagerly anticipated challenges that would require me to | |
| use my various forms together in order to prevail. But there weren't any. | |
| Although the shapeshifting had a lot of potential, it was, from my perspective, | |
| completely wasted. | |
| Conclusion: | |
| The lack of motivation or direction makes it very difficult to figure out what | |
| to do in this game, and the PC's special powers only add to the problem. I | |
| really like the premise, and the author has good writing skills, but it will | |
| take a lot more to make this a good game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jimmy Maher (maher SP@G grandecom.net) | |
| TITLE: The Glass Books of the Dream Eaters | |
| AUTHOR: Jefferson Rabb | |
| EMAIL: jr SP@G inch.com | |
| DATE: 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-Code interpreters | |
| AVAILABILITY: Free; playable online | |
| URL: http://www.randomhouse.com/bantamdell/glassbooks/gamesite/index.html | |
| Here we have another example of what seems to be a growing trend: the use of IF | |
| to promote a traditional novel. In this case the book in question is The Glass | |
| Books of the Dream Eaters by Gordon Dahlquist, which appears to be a fairly | |
| typical Victorian steampunk fantasy, a genre that is hot on the heels of | |
| Tolkienesque fantasy for the award of most overused of the past decade. We | |
| actually get two separate games, one chronicling the adventures of a jilted | |
| young ingenue named Celeste Temple as she investigates the activities of her | |
| erhwhile fiancee, and the other following a killer for hire named Cardinal | |
| Chang. Both stories dovetail together at the end in a way that could have been | |
| clever in the hands of someone with a bit more of a clue. I am afraid, though, | |
| that most of what Stephen Bond discussed in his review of Eragon in this very | |
| issue applies here as well. | |
| I hardly know where to begin describing all the problems with these games, so | |
| I'll walk you through the first part of Celeste Temple's adventure to give you | |
| an idea of the sort of experience you are in for should you try these out: | |
| To begin with, the Inform banner text has been removed, just as it was for | |
| Eragon. It's interesting that both authors can't seem to manage to code the | |
| most straightforward interactions, yet both become experts when it is time to | |
| file the virtual serial numbers off their creations. Nowhere on the Glass | |
| Books website or in the games themselves is credit given to Graham Nelson, | |
| Matthew Russotto (whose ZPlet Java interpreter is used), or anyone else who | |
| made the games possible. This is not illegal, of course, but it is decidedly | |
| rude and unethical in my book. Then again, given the quality of the games, | |
| perhaps Mr. Nelson and everyone else would just as soon not be associated. | |
| The comically sparse description of the opening room (which is of course my | |
| bedroom, as it must be in all really bad games) describes the shades being | |
| drawn. A quick check reveals them to be unimplemented, but that's kind of an | |
| esoteric example, right? Let's try another room. One room over is my Aunt | |
| Agathe's sleeping room, in which the game informs me there is a night table | |
| with a newspaper upon it. Let's examine the table. "You can't see any such | |
| thing." Oh, no. It looks like this game is not worth receiving the benefit of | |
| any doubts. At least the newspaper works. | |
| Going back to my starting location, I realize that the game states, "In your | |
| hands, you hold a letter," seemingly within the room description. I decide to | |
| experiment. I return to Aunt Agathe's room and drop said letter, then return | |
| to my starting location again. Sure enough: "In your hands, you hold a | |
| letter." Sigh. Next room over, more of the same. In the room description: | |
| "On the table next to the mirror is a pocketbook. You open the bag and find 5 | |
| gold coins and a hairpin tucked in the change pocket." I'll let you guess what | |
| happens if I repeat the previous experiment. | |
| This just continues. The author doesn't seem to have a clue how to describe | |
| much of anything in Inform outside of his room descriptions. Major plot | |
| events, transient actions, entrances and exits, it's all right. there. in. the. | |
| damn. room. descriptions. | |
| Exploring a bit further, I encounter Marie the maid. Examining her tells me, | |
| "Marie is a country girl, aged 25 like Miss Temple, but without her education | |
| or sophistication." Remember, I am Miss Temple. These bizarre lapses into | |
| third person will continue throughout the game. | |
| Soon enough the really big problems set in. The Inform parser has been | |
| tortured in horrible ways, leading to constant guess the verb issues. These | |
| games are the first I have seen with random, instant death rooms in literally | |
| years, a situation made all the more frustruting by the fact that they are only | |
| playable online and thus cannot be saved. (Well, the clever can of course | |
| extract the Z-Code by looking at the website's source, but I assume that isn't | |
| an offically encouraged thing to do.) And then there's the writing. The | |
| website credits one Jefferson Rabb with programming the games. I really, | |
| really hope this means he also wrote the text based on Mr. Dahlquist's book, | |
| and not that he only did the programming (such as it is) and Mr. Dahlquist did | |
| the writing. If a published author really wrote some of this... oh, my. | |
| Perish the thought. | |
| I played Celeste Temple's adventure first, then trudged gamely on to Cardinal | |
| Chang's game. I was amazed to find that this one is even worse. There is a | |
| fairly detailed plot meant to unfold here, but the problem is that it only | |
| makes sense if one explores in exactly the order the author intended. If not, | |
| everything is scrambled until one finishes the game and can analyze it all to | |
| figure out which way it was supposed to go. The fundamental problem is again | |
| that Mr. Rabb doesn't seem to know how to code anything but room descriptions, | |
| which kind of limits one's storytelling options. Also odd and disconcerting | |
| about this one is its obsession with violence. You know how IF is sometimes | |
| praised for emphasizing non-violent problem-solving? Well, you can throw that | |
| out when you play Cardinal Chang's adventure. When considering whether to use | |
| cleverness or mayhem, know that violence is the answer to this one in almost | |
| every case. | |
| I am currently playing and reviewing the games from IF Comp 2006. Everyone | |
| complains about the number of unfinished, buggy games in the Comp, but I have | |
| made it almost halfway through the games so far and have found only a few as | |
| bad as these. That is not a commendation of the Comp, my friends, but a | |
| condemnation of these games. | |
| Still, every game deserves at least one positive comment, so here goes: The | |
| debugging verbs have been left turned on. This means that when one runs | |
| headlong into a guess the verb puzzle, or experiences one too many sudden, | |
| pointless deaths, one can happily "purloin" and "tree" one's way to victory. | |
| And the website surrounding the games is quite pretty and probably took way | |
| more time to create than the Z-Code files embedded within did. Oh, and at one | |
| time you could win a free copy of Dahlquist's book if you finished either or | |
| both adventures, but the contest period has unfortunately expired. Of course, | |
| whether you would want the book if it features writing and plotting anything | |
| like these games is very much an open question. | |
| One of the reasons these games frustrate me so much is because what they are | |
| trying to do could theoretically be such a winner for everyone. I feel like | |
| readers of genre literature, searching for immersion as they are, are a great | |
| untapped market for IF. A promotion like this one, done well and with just a | |
| link somewhere to "more games like this," could, affiliated as it is with a big | |
| novel published by Random House, bring many new people into the IF fold. If | |
| the website creators' IF coding chops aren't up to snuff, many in the community | |
| would likely be willing to help just for the opportunity of promoting IF. As | |
| it is, though, readers who try these abominations out are only likely to run | |
| screaming from any further suggestion of IF. And really, why can't the | |
| creators give a little bit of credit to those whose tools they use? | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: DJ Hastings (dj.hastings SP@G centurytel.net) | |
| TITLE: Off The Trolley | |
| AUTHOR: Krisztian Kaldi | |
| EMAIL: krisztian.kaldi SP@G tie.hu | |
| DATE: October 1, 2005 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2005/tads2/offthetrolley/offthetrolley.gam | |
| VERSION: Release 1 | |
| Huh? | |
| That was my first comment upon reading the opening text of Off the Trolley,and | |
| not coincidentally it was also my final comment after the game was finished. | |
| The game gave me an overall goal to accomplish early on, but even after | |
| finishing I can't figure out why I would want to accomplish it. (Or, for that | |
| matter, why the character I was playing would want to do so.) I considered | |
| insanity, but there didn't seem to be any indications that my character was | |
| insane. And *I* feel perfectly normal. So I'm guessing that there was some | |
| reason the PC wanted to do what he did, and the author just forgot to tell me | |
| about it. | |
| Basically, you play the part of an old trolley driver on his last day of work, | |
| who decides to crash the trolley into one of the buildings along his route. | |
| When I first started the game and saw that I got to be a trolley driver, I was | |
| expecting it to be pretty dull. But to my surprise, I actually enjoyed | |
| operating the trolley. The author gave me a variety of things to do without | |
| letting anything get over-complicated. On the whole, the trolley was a nicely | |
| designed toy, and I had fun playing with it. | |
| The puzzles were all related to operating the trolley, and none of them felt | |
| like they were "tacked on". They also had reasonable solutions that stayed | |
| pretty close to real life. I like this design, where the author gives me an | |
| interesting toy and spends the entire game having me play with it. Of course, | |
| this depends on the toy being an interesting one, but since the trolley was, | |
| the game worked for me. | |
| The PC was also well done. The game really got me to feel like a quiet old | |
| trolley driver going through the same scenery I'd seen for decades. I actually | |
| think I identified with the PC in this game more than any other in the | |
| competition. That was part of what made the conclusion so confusing; I felt | |
| like I knew the character (at least a little), and couldn't figure out why on | |
| earth he would want to crash his trolley or destroy the building. | |
| There were a number of minor problems- a few grammar errors, an awkward | |
| phrasing or two, a couple of bad words (which dropped my score for the game by | |
| a point), and a couple of very mild "guess-the-verb" and "guess-the-noun" | |
| problems. But the only major problem I saw was the lack of motivation for the | |
| PC, and all of these problems should be fairly easy to fix. In spite of needing | |
| some polish and a few bug fixes, Off the Trolley is a well done game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jim Aikin (midiguru23 SP@G sbcglobal.net) | |
| TITLE: Provenance | |
| AUTHOR: Corey W. Arnett | |
| EMAIL: coreywarnett SP@G hotmail.com | |
| DATE: July 4, 2006 | |
| PARSER: Adrift Generator 4.00 | |
| AVAILABILITY: Freeware | |
| URL: http://www3.telus.net/coreyarnett/ | |
| VERSION: 1.12.16 (10 Feb. 2006) | |
| I take it as axiomatic that interactive fiction is an entirely new art form. | |
| It bears, perhaps, the same relation to conventional fiction that film bears | |
| to theatre. Or possibly that's too grandiose a comparison. | |
| One difficulty we face in nurturing this new medium is that, because the | |
| community of enthusiasts is tiny and the forums through which new works can | |
| be discussed are few and unknown to the public at large, every new work | |
| that's released gets tossed into the common pool with all of the existing | |
| works, to sink or swim as best it can. | |
| The lack of stratification or hierarchy in the marketplace (using the term | |
| in a broad sense) puts a burden on novice authors. Where is the interested | |
| novice to get feedback and tutelage from more experienced authors, without | |
| being discouraged by scathing criticism? How are we to be fair and helpful | |
| when discussing the weaknesses of what can only be called student works? | |
| I started thinking about this after I spent a couple of hours wandering | |
| around in Provenance. Cory Arnett's first game is precisely a student work. | |
| The author shows promise, and I hope he'll work hard to hone his skills and | |
| release a more polished, thoughtful game, or several of them. Provenance | |
| itself, however, is unlikely to attract many players, or hold their | |
| attention for very long. | |
| The strength of the game lies in the touches of creepy, ominous atmosphere | |
| and in the grandeur of the scenery at certain locations. Its shortcomings | |
| are just as easily listed: The model world is thin, the story is incoherent, | |
| and the code is buggy. | |
| As the story opens you're in your carriage, riding through a forest. Night | |
| is falling and winter closing in. Shortly you reach a Victorian manor house, | |
| and a sinister-looking trail of blood droplets on the front walk leads you | |
| up to the door. As you explore the house and grounds, various momentary | |
| incidents hint that All Is Not Well. In the end, sad to say, these glimpses | |
| turn out to be a lot of sound and fury signifying nothing. | |
| The effect of the brooding atmosphere is undercut by bits of florid | |
| over-writing. Consider this, from the intro: "The sun has breached the | |
| horizon and its fervent intensity warms the land.... Only the sound of your | |
| horse's hooves break up the monotonous silence that permeates through the | |
| solitude." Note the grammatical error: "sound" is singular, so the verb | |
| should be "breaks up." Also, in this passage the sun is rising. A few | |
| sentences later, it's setting. | |
| The game fails to follow through consistently with the gloomy spell cast by | |
| winter: When you enter the garden of the manor house, you'll find roses and | |
| wisteria in bloom, as well as ripe tomatoes and strawberries. Curiously, you | |
| can pick eight varieties of vegetable in the garden (counting strawberries | |
| as a vegetable), but they have nothing to do with solving the game. | |
| The player character's goal is not initially clear, but the game turns out | |
| to be a treasure hunt. Most players will probably find, before long, a handy | |
| list of the things we're supposed to collect. Finding the key that will get | |
| you into the house is more challenging, however. I feel this puzzle is | |
| borderline unfair, because it requires that you examine scenery objects | |
| three deep. Without giving spoilers, you have to 'x abc', then when you | |
| notice a mention of def in the description of abc, 'x def', and finally 'x | |
| ghi' based on an object mentioned in the description of def. This is | |
| borderline unfair because many of the scenery objects mentioned in the room | |
| descriptions can't be examined at all. By the time the location of the key | |
| is reached, the average player may have wearied of examining things and | |
| gotten lazy. | |
| But if you're not lazy -- if you meticulously examine everything in sight, | |
| as you need to in order to get on -- you'll most likely get annoyed by how | |
| thin the model world is. I certainly did. | |
| Once you're inside the house, the scenery is a bit more varied. I found one | |
| way to get killed (without notice), and there's one extremely boring | |
| character I could attempt to talk to. This character wanders from room to | |
| room under the control of a random number generator, but does not respond in | |
| any way when you ask him questions to which he might be supposed to know the | |
| answers. I did find two topics he'd give brief, uninformative replies to. | |
| The author's enthusiasm for Victorian furniture quickly begins to seem | |
| obsessive. Various pieces are described in ways that include their precise | |
| measurements and the methods used to produce those beautiful wood finishes. | |
| Consider, for example, this description of the bathtub: "An amazing display | |
| of Victorian decorating taken to the ultimate limit, the cast iron bath tub | |
| has been painted a sea foam green on the outside with a scene of four sea | |
| fairies riding sailfish on large rolling waves. The inside of the tub has | |
| been painted white. Four gold plated claw feet support the tub." You can't | |
| sit in the tub, and you can't examine the sea fairies, the sailfish, or the | |
| claw feet. Ah, well -- it's certainly pretty. | |
| The writing of room descriptions appears to have been done at different | |
| times, or at least with insufficient thought as to how various descriptions | |
| relate to one another. In the upstairs hall we're told that the master | |
| bedroom, to the south, "dominates most of the upstairs." But when we enter | |
| the master bedroom we're told this: "Although called the master bedroom this | |
| room is no larger than the other small bedrooms. It is cramped, yet cozy." | |
| So much for dominating the upstairs. In a similar gaffe, a character (who | |
| never appears onstage and has nothing to do with the process of winning the | |
| game) is referred to in one document as Jacob, and in a different document | |
| as Jonathan. | |
| There are numerous minor bugs in the printouts. At one spot a sentence | |
| breaks off in the middle. At another a room exit is not mentioned in the | |
| "can't go" message, which usually lists all of the available exits. At a | |
| third spot, the NPC (okay, he's the butler) entered and said something that | |
| seemed urgent, but when I tried to ask him about it, the game reported, "The | |
| butler is not here." Things that don't exist if you try to examine them can | |
| occasionally be used, for example by putting other things inside them. | |
| The most significant bugs seem to be caused by the author's assumption that | |
| the player would perform certain actions in a given order. For instance, | |
| there's a locked box, to which you'll sooner or later find the key, in a | |
| certain location. When I unlocked it while going through the game on my own, | |
| it was empty. Or at least, no contents appeared; the verb 'search' is not | |
| implemented, so I couldn't search the box, only examine it. When I reached | |
| the same box using the walkthrough, I had just performed an action that | |
| caused a brief cut-scene -- and NOW the box had some objects in it. | |
| Even the walkthrough is buggy. The first time a certain map is mentioned is | |
| when you're told to drop it. Apparently the butler is supposed to give it to | |
| you ... but there's a bug in the software that somehow prevented him from | |
| doing so. And without the map, you can't win the game. | |
| The dramatic setup for the treasure hunt is contained in a Last Will & | |
| Testament, which you'll probably find before too long. This document | |
| contradicts itself with respect to the structure of the family that lives | |
| (or lived) in the house, and it contains, as far as I could see, no | |
| information that you actually need in order to win the game, until you reach | |
| the final codicil. All that legal boilerplate is numbingly irrelevant. Later | |
| there's a long and fairly sensible description of alchemy -- but again, it | |
| seems to be irrelevant to winning the game. | |
| At a couple of spots, the author seems to have been unable to figure out how | |
| to move the player back to the house from a remote location, so he simply | |
| puts the player character to sleep and has him or her wake up again in the | |
| master bedroom. No explanation of these transitions is ever offered. | |
| The final phase of the game involves negotiating a very large maze. | |
| Fortunately, the automatic map generator in Adrift makes short work of what | |
| would otherwise be an extremely tedious process. When you reach the center | |
| of the maze and perform the actions you've been instructed (in a certain | |
| document) to perform, the final result is simply, "You win!!!" That's it -- | |
| no marching band, no sun bursting through the clouds, no hearty | |
| congratulatory handshake from the Vice President of Adventure Gaming | |
| Virtuosity. It's a letdown, but rather in keeping with the game as a whole, | |
| I'd have to say. | |
| Arnett is capable of moments of startling vision, and he clearly wants to | |
| engage readers by using evocative materials. (Those drops of blood are far | |
| from the only glimpses of savagery in Provenance.) In his next game I hope | |
| he'll trim the number of rooms in half, implement more verbs and scenery, | |
| invent more puzzles that aren't simply keys and locked doors, integrate the | |
| story elements a lot more firmly into the game scenario, give us a few NPCs | |
| with meat on their bones, and arm-twist a few beta-testers to put the screws | |
| to his code. | |
| That's all it would take, really. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: DJ Hastings (dj.hastings SP@G centurytel.net) | |
| TITLE: Snatches | |
| AUTHOR: Gregory Weir | |
| EMAIL: Gregory.Weir SP@G gmail.com | |
| DATE: October 1, 2005 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2005/zcode/snatches/snatches.z5 | |
| VERSION: Release 1 | |
| Snatches is a horror story about a creature that is stalking and attacking | |
| people in and around an old house. During the game you switch perspectives | |
| frequently, although you play each character only once. This is because the | |
| perspective switch usually occurs when the "shadow" bumps off your current | |
| character. Because of this, most of the game is pretty linear. | |
| In fact, Snatches could probably be better described as an "interactive story" | |
| until the very end, when there are multiple endings available based on your | |
| actions. There are clues here and there in the main story that may help with | |
| the endgame, but no real puzzles until the end. | |
| I actually think that this is a problem with the game. By the time I got to the | |
| endgame, I was used to doing fairly obvious things and watching the story | |
| unfold. So when I hit the puzzley bit, it felt like an interruption. I didn't | |
| *want* to do anything clever at that point; I just wanted to finish the story! | |
| I found a couple of the less optimal (but more easily accessible) endings and | |
| then quit. If the final segment had been similar to the rest of the game, I | |
| would have enjoyed Snatches far more. | |
| That's not to imply that I didn't enjoy it. On the contrary, I really liked | |
| viewing various events through multiple sets of eyes, and piecing the story | |
| together as I gained more information. I particularly enjoyed playing as the | |
| family dog and seeing his perspective on things. Even though I knew that each | |
| of my characters would get killed eventually, the author managed to keep me | |
| interested in them and their story. | |
| I thought that the story itself was reasonably interesting and creative, | |
| although I haven't really read any horror fiction, so it could be completely | |
| hackneyed and I wouldn't know it. :) In my opinion, it was well told using | |
| the character switching. | |
| The game had a number of bugs, mostly small inconsistencies in the text of the | |
| game. These appeared to be caused by making assumptions about what the player | |
| would do. For example, one cutscene describes a character's gun going off when | |
| she drops it. When I played the character, I had fired the gun until it was | |
| empty, but the cutscene still described it going off when it was dropped. This | |
| sort of thing could have been ironed out with a little more testing (and | |
| probably should have been). | |
| There were also a few typos and at least one programming error. But none of the | |
| errors I saw had any real effect on gameplay, and they were infrequent enough | |
| not to spoil the story. On the whole, I had fun with this game in spite of its | |
| problems, and look forward to seeing what else Mr. Weir will come up with. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: DJ Hastings (dj.hastings SP@G centurytel.net) | |
| TITLE: Son of a... | |
| AUTHOR: C.S. Woodrow | |
| EMAIL: ??? | |
| DATE: October 1, 2005 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2005/zcode/soa/SOA.z5 | |
| VERSION: Release 1 | |
| SOA is a puzzle game without much plot to speak of. You're stranded on a | |
| deserted highway and have to find a way to get back to civilization. All of the | |
| puzzles are well integrated with the story; none of them felt artificial to me. | |
| The solutions, too, were for the most part things that I might reasonably try | |
| in the same situation. None of the puzzles made me say "cool!" when I solved | |
| them, but none of them seemed tedious or boring either. | |
| I mentioned that the solutions to the puzzles were things I might reasonably | |
| try, and that leads me to the game's main problem: I *did* think up the correct | |
| answer to all but one of the puzzles on my own, but I often couldn't manage to | |
| get the game to understand what I meant. In some cases the game failed to | |
| understand reasonable phrasings of a command (and the phrase it *did* | |
| understand didn't quite make sense). In others, the game recognized the | |
| alternate phrasings that I tried but gave a generic failure message, with no | |
| indication that the correct action was slightly different, leading me to | |
| believe that my solution was wrong. I ended up going to the walkthrough on | |
| about half of the puzzles only to find that I had already tried the correct | |
| solution, but with the wrong words. | |
| The writing is clear and very funny in several places, although there were | |
| quite a few grammar errors sprinkled throughout. The game would also be fairly | |
| easy without the problem mentioned in the previous paragraph. I'm generally not | |
| good at solving puzzles, but I thought up the answers to nearly all the puzzles | |
| on my own. If the author releases an updated version with some of the problems | |
| fixed, it could make an excellent game to help introduce new players to IF. | |
| On the whole, SOA just needs a few good rounds of testing to become a solid | |
| little game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Valentine Kopteltsev (uux SP@G mail.ru) | |
| Title: A Spot Of Bother | |
| Author: David Whyld | |
| E-mail: dwhyld SP@G gmail.com | |
| Date: December 24, 2005 | |
| Parser: ADRIFT | |
| Supports: ADRIFT interpreters | |
| Availability: Freeware | |
| URL: http://www.shadowvault.net/spotofbother.taf | |
| Version: 4.0 | |
| In the former Soviet Union, a corny phrase was very popular -- "a city of | |
| contrasts". Journalists loved to use it in their feature articles about various | |
| towns of Western Europe and the USA, setting off the lustre of the city centres | |
| and villa districts against the misery of the slummy outskirts, letting the | |
| readers make their own conclusions about the reasons for such an inequality. | |
| Since then, this cliche has somewhat fallen into disuse, at least in Russia -- | |
| I suspect to a no small degree because our own towns developed pretty much in | |
| the same direction. However, as I played A Spot Of Bother, I couldn't help | |
| myself thinking of it again; if I had to describe the game using a single word, | |
| I'd choose "uneven". | |
| The undoubtedly most brilliant part of the game are its characters. The | |
| exaggeratedly tough PC, Stavros McGrogan aka The Bulldog, the eccentric Mrs. | |
| Moog he needs to rescue, her no less extravagant, albeit in a different manner, | |
| husband, and the mean Sergeant Twiddles, Bulldog's immediate superior, who | |
| isn't even a real character in the game, and only appears in cut-scenes -- all | |
| of them are depicted with great care and love, and made me smile more than | |
| once. I'm not getting in much more detail now, but it's not because the | |
| characters don't deserve it -- I just don't want to spoil the fun for other | |
| players. | |
| We fairly often talk about puzzle-oriented IF and plot-oriented IF; in my | |
| opinion, A Spot Of Bother doesn't fall in any of these categories. I'd rather | |
| call it a character-driven game, and I think it's quite unique in its way. | |
| Now, please don't start showering me with insufficient IF-literacy accusations | |
| (although they probably are condign). I know there are enough games built | |
| around characters out there (the most widely-known examples probably are Emily | |
| Short's Galatea, and Best Of Three), but they all (or, at least the ones I have | |
| encountered) are more or less experimental works | |
| exploring character interaction, without any real plot or setting. It's | |
| entirely different with ASoB: in respect to layout, it's a fairly traditional | |
| text adventure, but all the nominally present game elements seem to serve but | |
| one purpose -- grotesquely setting off the PC's and NPC's personalities. | |
| The plot, for instance, is in itself a quite standard save-the-world business: | |
| the old lady who's the head of the British Nuclear Research Facility, Mrs. | |
| Moog, has fainted in her cottage, and you have to get her out, because a | |
| nuclear reactor is going to explode, and she's the only person competent enough | |
| to shut it down. However, this story is just ideally suited to comically | |
| emphasize the PC's toughness, and Mrs. Moogs nuttiness. The effect is supported | |
| by luminous writing; a few "glosses" could send a reader less phlegmathic than | |
| the author of this review down to the floor cringing with laughter. All this, | |
| as well as the understanding of the secondary role of the plot, helps not to | |
| pay any attention to a few stretching points. | |
| But now we get to the "slummy outskirts" or, to be more precise, the "poor | |
| relatives" of the game -- the puzzles. They also are here mostly in order to | |
| accentuate what an oddball Mrs. Moog is (according to the game story, she's | |
| paranoid about security, and has set up several quite fiendish traps against | |
| burglars in her house; the puzzles as such consist in overcoming these traps). | |
| However, making the puzzles weird enough to fit with Mrs. Moog's eccentric | |
| nature, yet fun to solve for a much less eccentric average player at the same | |
| time seemed to be a task the author wasn't entirely up to. Thus, the player has | |
| to do enough reading the author's (or Mrs. Moog's?) mind, be very pedantical | |
| about examining each and every item in each and every room in order not to miss | |
| something crucial, and formulate her/his commands very carefully. | |
| One example illustrating the remark about command wording (not adopted from the | |
| game): imagine you get to a room whose description goes like this: | |
| Foothills | |
| Here, the doleful monotonity of the planes gives way to | |
| rocky terrain. The latter is doubtlessly much more | |
| picturesque; unfortunately, it also makes your further | |
| progress to the south impossible -- at least if you don't | |
| employ the shaggy, stocky skewbald pony grazing nearby as a | |
| transport facility. | |
| > SOUTH | |
| You can't pass there afoot. | |
| > GET ON PONY | |
| You can't get on the pony. | |
| > CLIMB PONY | |
| You can't climb the pony. | |
| > CLIMB ON PONY | |
| You can't climb the pony. | |
| > RIDE PONY | |
| No, I don't understand that. Try something else. | |
| > EMPLOY PONY | |
| No, I don't understand that. Try something else. | |
| > CLAMBER ON PONY | |
| What a lucky guess!, you think to yourself, as you climb | |
| onto the pony, and make yourself ready to continue your way | |
| to the south. | |
| Of course, A Spot Of Bother features built-in hints, but they aren't completely | |
| thorough, and don't give away the final solution. Thus, although one can't deny | |
| they are a great help in overcoming the "read the author's mind" and "examine | |
| everything" issues, they're still pretty ineffective against the too strict | |
| phrasing requirements. Whatever, after a long but unsuccessful fight with the | |
| prototype of my pony example, I resorted to a walkthrough I dug up in the | |
| Internet for the rest of the game, and never regretted doing so afterwards. | |
| Finally, there are a few things that anything but adorn a game with such | |
| ambitions. I mean minor glitches -- room descriptions unaware of state changes | |
| they should be sensitive to, items mentioned in the descriptions yet | |
| inaccessible for manipulations, that kind of things. There are a bit too many | |
| of them, especially considering this is the fourth release of the game. For | |
| instance, there is an official cheat (!) for one of the puzzles, because the | |
| appropriate section of the game sometimes doesn't work as it should for | |
| uncertain reasons. To be fair, I think the problem lies not on the part of the | |
| game itself but on the part of the interpreter, although it doesn't | |
| really matter from the player's point of view. | |
| To put it short, I think you're going to have a great time in the company of | |
| The Bulldog, Mrs. Moog, and Sergeant Twiddles. Just don't fix on the puzzles | |
| too much. | |
| SNATS (Score Not Affecting The Scoreboard): | |
| PLOT: Grunt (meaning "ideal for setting off the characters' | |
| personalities") (1.1) | |
| ATMOSPHERE: Grunt (one of the game's main attractions) (1.7) | |
| WRITING: Grunt (cool) (1.7) | |
| GAMEPLAY: Grunt (well, uneven) (1.0) | |
| BONUSES: Grunt (the troupe) (1.1) | |
| TOTAL: 6.6 | |
| CHARACTERS: Grunt (they're what this game exists for) (1.9) | |
| PUZZLES: Frown (I've seen better) (1.0) | |
| DIFFICULTY: Grunt (pretty easy -- once you use a walkthrough;) | |
| (7 out of 10) | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: David Jones (drj SP@G pobox.com) | |
| Title: Time to Shine | |
| Author: Sophie Fr�hling | |
| E-mail: sfruehling SP@G aon.at | |
| Date: September 22, 2006 | |
| Parser: Inform 6 | |
| Supports: Z-code | |
| Availability: Freeware | |
| URL: http://creaturecomp.tripod.com/creature.zip | |
| Version: Release 1 / Serial number 060922 / Inform v6.31 Library 6/11 | |
| Time to Shine was the sole entry to David Fisher's CreatureComp. I'm unaware | |
| of the premise of the competition, but I assume it is one where the PC is a | |
| non-human creature. In this case the PC is a Caputman. | |
| Time to Shine takes place amidst a lot of humans. The way their behaviour and | |
| appearance is described does do a good job of making the PC seem very un-human | |
| but initially in a kind of vague odd way. This accentuates the chasm between | |
| the PC and the player. Normally this sort of thing gets in the way in a game, | |
| but here it's intended; part of what makes the game interesting is that the | |
| player has to investigate the PC by having the PC investigate the game's world, | |
| and thereby acquire an understanding of the PC. The various actions, and | |
| responses to inaction, cause the player to form an increasingly refined model | |
| of the PC as various hypotheses are entertained and rejected. The resulting | |
| form that the Caputman's take in this player's mind is deliberately comical; a | |
| light-hearted theme present throughout Time to Shine. | |
| Quite a large amount of the early game appears to be about exploring the PC's | |
| nature, so it's important that this be handled believably. The Caputman PC, it | |
| would seem, has little knowledge of human behavour, appearance, etc, and is | |
| suprised by certain aspects of their anatomy (their _feet_ for example). But | |
| Caputmans are apparently just as familiar with, for example, PVC as humans are. | |
| Is describing something in inches a convenience for me the player or a metric | |
| norm shared by Caputmans and humans alike? The game never provides answers for | |
| such questions. | |
| The writing is good, error free and occasionally knowingly self-referential: "A | |
| few dustbins help create an original urban back alley atmosphere". The author | |
| is milking a clich� here and plainly know that dustbins are not an original | |
| atmospheric device. Describing them as such serves only to heighten their | |
| importance, drawing the player to investigate them. As if I somehow wasn't | |
| going to EXAMINE everything I could see anyway. The writing has a good voice; | |
| it's funny without being overly comedic, and is consistent from beginning to | |
| end. | |
| The PC's motivations, to get a key NPC to fall in love with him, pretty much | |
| have to be taken as given. Whilst some attempt is made to establish these | |
| motivations and engage the player along the same lines, the attempts are a bit | |
| weak: "You could probably get in there unseen, but what good would that do? You | |
| need a plan to make your beloved love you." Do I? Oh, okay then. Similarly, | |
| one of the early puzzles revolves around acquiring an object (of apparent | |
| value), but in terms of the plot it's not really clear why the PC would want | |
| the object; the solution to this puzzle, whilst clued and fair, doesn't really | |
| seem sensible, though it does enrich the player's model of Caputmans. Only | |
| after solving the puzzle does the purpose of the object become clear; an NPC | |
| provides a blatant opportunity to fill-in some of the background and purpose | |
| behind this puzzle but that opportunity isn't exploited. In fact the NPC in | |
| question appears to be nothing more than a mysterious prop unti! | |
| l the puzzle is solved. | |
| The key NPC is never described concretely and this one of the reasons why I | |
| think the player fails to be as motivated as the PC. The following transcript | |
| fragment: | |
| X HER | |
| Words are failing you. Sadly, she doesn.t notice you. | |
| is typical. I assume the author is deliberately refraining from describing the | |
| beauty of this person, but I think it would help the player. | |
| Hmm, I did something innocuous but immediately am overcome with a sense of | |
| unwinnable state. I restart. On solving a relevant puzzle it becomes clear | |
| that I did achieve an unwinnable state (an accident of programming rather than | |
| deliberate design). Still, restarting was hardly any trouble at all. Oh, | |
| sudden death with an attempt at comedy that isn't quite convincing. Still, the | |
| action is only an UNDO away. | |
| One early location that is revisited later on changes materially, but the only | |
| purpose behing the change seems to be to make you solve another puzzle | |
| essentially isomorphic to the first one. Which is kinda annoying. | |
| The game is short, very linear, and has about 3 or 4 puzzles (depending on how | |
| you count). I expect most players will breeze through it in half-an-hour or | |
| so, I didn't use the hints. The ending feels rushed and a bit unsurprising; it | |
| left me feeling underwhelmed. To be honest I think some of the puzzles are | |
| reasonably solvable only because of the relatively few things available for the | |
| PC to do, so you'll pretty quickly hit upon the solution by trial and error. | |
| HINT (which is I used for the purposes of review) does indeed provide "cheap | |
| and easy hints", just as ABOUT avers. | |
| The whole thing, whilst being very small and very linear, is competently done. | |
| There are a few missing verbs, some synonyms for puzzle-solving actions might | |
| help the action flow a little more smoothly, but on the whole I get the | |
| impression that the author knows how to do all this stuff, she just didn't, | |
| either through constraints of time or laziness. ABOUT says that "this game | |
| hasn.t been tested by anyone at all, and it probably shows", but actually it | |
| doesn't really show. Sure, some of things I complain about would probably have | |
| be found and fixed by a bit of testing, but there's no mistakes with the text, | |
| all the puzzles work technically, and there's no glaring runtime-type bugs. It | |
| presents the level of polish and completeness of a playable game as opposed to | |
| one which is in dire need of debugging. | |
| Whilst Time to Shine is obviously deliberately short and frivolous it does | |
| leave me with good impressions about the author's ability. It would be | |
| possible to clean up Time to Shine a bit and thereby improve it, and this would | |
| probably be worthwhile for the more niggly things, but what I'd really like to | |
| see is the author having the confidence to produce more notable works. I think | |
| she's clearly capable of it. | |
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| a.k.a. Interactive Fiction. This includes the classic Infocom games and similar | |
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| 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. | |
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