| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #47 | |
| Edited by Jimmy Maher (maher SP@G grandecom.net) | |
| January 16, 2007 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #47 is copyright (c) 2007 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 ---------------------------------------------------- | |
| Editorial | |
| IF News | |
| A Eulogy for Star Foster by Daniel Ravipinto | |
| A Timeline of the French IF Community by Eriorg | |
| An IF Competition 2006 Rant / Review Package by Valentine Kopteltsev | |
| INTERVIEWS IN THIS ISSUE -------------------------------------------------- | |
| Adrien Saurat | |
| JB | |
| Eric Eve | |
| Nolan Bonvouloir | |
| Emily Short | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| The Apocalypse Clock | |
| Aunts and Butlers | |
| Beam | |
| Delightful Wallpaper | |
| Ekphrasis | |
| An Escape to Remember | |
| Floatpoint | |
| Game Producer! | |
| Green Falls | |
| The Journey of the King | |
| Labyrinth | |
| Last Resort | |
| Pirate Adventure | |
| The Reliques of Tolti-Aph | |
| The Tower of the Elephant | |
| SPECIFICS | |
| ========= | |
| Damnatio Memoriae | |
| EDITORIAL------------------------------------------------------------------ | |
| I was contacted a few months ago by "A Ninny," editor of the Adult IF | |
| community's equivalent to SPAG, with a request for an interview. It turned out | |
| to be quite a positive experience for me, allowing me to clarify my own thoughts | |
| on certain aspects of IF, largely in the problematic area of NPC interaction. | |
| Whether it is of use to anyone else is of course an open question. Anyone | |
| interested in the result can find it here: | |
| http://home.grandecom.net/~maher/if/interview.htm. | |
| My purpose here today is not self-promotion, however, but to fulfill a bargain I | |
| made with Mr. Ninny. In my recent history of IF, I gave the AIF community very | |
| short shrift. One might even call my approach dismissive. Mr. Ninny and his | |
| friends in that community took a certain (luckily good-natured and gracious, at | |
| least on Mr. Ninny's part) exception to my portrayal of their work, and | |
| challenged me to play three recently written AIF games suggested by them as | |
| representing some of the best of their community's work. I was a bit reluctant, | |
| as pornography of any stripe is not my bag at all, but agreed to have a look in | |
| the interest of fairness. | |
| The three games I played were Tomorrow Never Comes by A. Bomire, a secret agent | |
| caper set in the universe of James Bond; Ideal Pacific Coast University by | |
| NewKid, another addition to the venerable genre of collegiate IF; and Peril in | |
| the Skies by Adam Hendine, an adventure tale set in the 1930s involving a | |
| protagonist with more than a passing resemblance to Indiana Jones. All three | |
| games were written in TADS, thus proving one of the assertions of my history -- | |
| that the AIF community was still writing largely in AGT -- wrong right off the | |
| bat. Obviously, I have some revising to do there. | |
| The quality of the games was... surprisingly high in some ways. All three | |
| reasonably well-written and felt quite robust. While none do anything | |
| groundbreaking, I think each would be reasonably well-received by the mainstream | |
| community if the sexual bits were removed. None are of XYZZY-winning quality, | |
| but all would be quite capable of finishing in the upper half of the Competition | |
| if entered (and if, again, the sex was not present.) | |
| Actually, the sex is the strangest thing about these games, in that none of them | |
| are, ostensibly at least, really ABOUT seduction. Each has a more typical | |
| adventure game plot, onto which the sex is grafted, sometimes downright | |
| awkwardly. In Bomire's game, the sex is actually completely optional. In the | |
| others, the sex is necessary to complete the overarching goals, and "scoring" | |
| generally involves solving some fairly typical puzzles to get one's target | |
| interested. I probably don't need to mention that one plays as a male in all of | |
| these games. | |
| The NPC interaction is, as expected, rather painful. Much more time seems to | |
| have been spent on each woman's bit and pieces than on giving her a real | |
| personality. They are like textual blow-up dolls rather than NPCs, and what | |
| personality they have is generally mired in the worst sort of cliche. These | |
| women think and act like men (or boys) who have had little contact with women | |
| think women think and act. Even though these games were blessedly free of | |
| sexual violence, there is still a whiff of misogyny that was not to my liking. | |
| The worst offender here was NewKid's effort, which at one point has the player | |
| seducing the leader of the campus' feminist organization in a power fantasy that | |
| I would rather have not experienced. | |
| I won't launch into more detailed reviews here, but will conclude by saying that | |
| the modern AIF community's work is better than I had thought in many ways, but | |
| exactly what I expected in others. I have no particular desire to play more | |
| games of this stripe, but reasonably enjoyed at least two of these when the | |
| explicit sexual material was not present. That material I just found tedious. | |
| Call me a prude if you like, but I think sex is something best enjoyed between | |
| two people who care for one another and are both, well, real. As for fiction, | |
| it is more interesting to me when it focuses on the psychology of sex rather | |
| than the mechanics. If only psychology were one of IF's strengths... | |
| But in the mainstream IF community, the news is very positive. We had what in | |
| my opinion might just have been the strongest field of Competition entrants ever | |
| last fall, and closed out the year with several more very interesting releases. | |
| This is the largest issue of SPAG I have published as editor. In addition to | |
| the expected Competition coverage, there are plenty of non-Competition reviews. | |
| Also included is an introduction to the French IF community, hopefully first of | |
| an ongoing series of articles about the other IF communities. And then there is | |
| the article I feel best of all about publishing, even as I wish I didn't have | |
| to: Daniel Ravipinto's eulogy for Star Foster, co-author of 2003's Competition | |
| winner Slouching Towards Bedlam who recently passed away far too young. | |
| IF NEWS ------------------------------------------------------------------- | |
| IF COMPETITION RESULTS | |
| The 12th Annual IF Competition is complete, and has produced a wonderful field | |
| of games, many worth playing for years to come. Everything about this year's | |
| event was positive to my mind. There were lots of efforts written in next- | |
| generation IF development systems Inform 7 and TADS 3, including all three of | |
| the top finishers; the overall field increased to 43 entrants; and the | |
| percentage of unplayable dross decreased again, continuing the trend of the last | |
| several years. Even many of the failures this year were honest failures, | |
| victims of overambition rather than laziness. Congratulations and thanks go out | |
| not just to the top finishers and organizer Stephan Granade, but to everyone who | |
| entered a game, wrote reviews, or merely voted. | |
| 1 Floatpoint, by Emily Short | |
| 2 The Primrose Path, by Nolan Bonvouloir | |
| 3 The Elysium Enigma, by Eric Eve | |
| 4 The Traveling Swordsman, by Mike Snyder (writing as Anonymous) | |
| 5 Moon-Shaped, by Jason Ermer | |
| 6 Delightful Wallpaper, by Andrew Plotkin (writing as Edgar O. Weyrd) | |
| 7 Legion, by Jason Devlin (writing as Ian Anderson) | |
| 8 Madam Spider's Web, by Sara Dee | |
| 9 Mobius, by John Clemens (writing as J.D. Clemens) | |
| 10 Unauthorized Termination, by Richard Otter | |
| 11 Game Producer!, by jason bergman | |
| 12 The Sisters, by revgiblet | |
| 13 Star City, by Mark Sachs | |
| 14 Strange Geometries, by Phillip Chambers | |
| 15 The Tower of the Elephant, by Tor Andersson | |
| 16 Aunts and Butlers, by Robin Johnson | |
| 17 Xen: The Hunt, by Ian Shlasko | |
| 18 Labyrinth, by Samantha Casanova Preuninger | |
| 19 Requiem, by david whyld | |
| 20 Carmen Devine: Supernatural Troubleshooter, by Rob Myall | |
| 21 The Bible Retold, by Justin Morgan and "Celestianpower" | |
| 22 Another Goddamn Escape the Locked Room Game, by Riff Conner | |
| 23 Fight or Flight, by Sean Krauss (writing as geelpete) | |
| 24 MANALIVE, A Mystery of Madness - I, by Bill Powell | |
| 25 Hedge, by Steven Richards | |
| 26 A Broken Man, by Geoff Fortytwo | |
| 27 Polendina, by Christopher Lewis | |
| 28 The Initial State, by Matt Barton | |
| 29 MANALIVE, A Mystery of Madness - II, by Bill Powell | |
| 30 Pathfinder, by Tony Woods | |
| 31 The Apolcalypse Clock, by GlorbWare | |
| 32 Wumpus Run, by Elfindor | |
| 33 Ballymun Adventure, by Brendan Cribbin | |
| 34 Tentellian Island, by Zack Wood (writing as Waru) | |
| 35 Lawn of Love, by Santoonie Corporation | |
| 36 Beam, by Madrone Eddy | |
| 37 Enter the Dark, by Peter R. Shushmaruk | |
| 38 Green Falls, by Paul Panks (writing as Dunric) | |
| 39 Sisyphus, by Theo Koutz | |
| 40 Visocica, by Thorben Burgel | |
| 41 Simple Adventure, by Paul Panks (writing as dunric) | |
| 42 Fetter's Grim, by Paul Panks (writing as Dunric) | |
| 43 PTGOOD 8*10^23, by Sartre Malvolio | |
| ELECTRONIC LITERATURE COLLECTION, VOLUME 1 | |
| Scott Rettberg of the Electronic Literature Organization was recently kind | |
| enough to send me a CD of the ELO's first Collection, containing 60 examples of | |
| many different types of electronic writing. Most familiar to SPAG readers will | |
| be the five works of IF included: All Roads by Jon Ingold; Whom the Telling | |
| Changed by Aaron Reed; Bad Machine by Dan Shiovitz; and Galatea and Savoir Faire | |
| by Emily Short. With a hectic holiday season finally behind me, I have just | |
| begun to delve into the rest of the Collection, and hope to offer more thoughts | |
| in SPAG's next issue. For now, though, you can see for yourself at the URL | |
| below. | |
| http://collection.eliterature.org/ | |
| IF SEARCH ENGINE | |
| Ken Franklin has created a customized search engine that pulls from a variety of | |
| community websites. Try it out, and be sure to email Ken your suggestions for | |
| additional sites to be included in the searches. | |
| http://search.ifstuff.org/ | |
| WESTFIELD CHANDLER PUBLISHING | |
| Longtime community contributor David Cornelson has decided to make a go at | |
| producing commercial IF. His plans have already generated much discussion and | |
| perhaps even some excitement. Here's wishing him the best of luck in his | |
| venture, and commending him for actually doing what so many -- myself included, | |
| of course -- have merely talked about. More news about David's new company will | |
| appear here as it arrives. | |
| RUSSIAN IF COMPETITION 2006 | |
| The Russian IF Community's annual Competition, featuring six entrants, has | |
| recently wrapped up. Those with Russian can find the games here: | |
| http://www.rtads.org/kril06/ | |
| A BEGINNER'S GUIDE TO INFORM 7 | |
| Brandon Felger has started putting together a new manual to help ease newbies | |
| into Inform 7 development. It is available for anyone to add to and improve on | |
| Wikibooks. | |
| http://en.wikibooks.org/wiki/Beginner27s_Guide_to_Interactive_Fiction_with_Infor | |
| m_7 | |
| FREE IF COVER ART | |
| Artist Tim Simmons is offering to create IF cover art for anyone's game, for | |
| free (subject to certain reasonable restrictions, of course). Visit his website | |
| to see his work, and to email him about adding that last missing touch to your | |
| masterpiece. | |
| http://www.timsimmons.com/ | |
| SPAG NEEDS YOU! | |
| We cover a lot of ground in this issue, but there are always more, more, more | |
| games being released that deserve reviews. Please think about helping out. The | |
| following games I am looking for especially, but reviews of virtually any IF, | |
| old or new, will be gratefully accepted. | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Remaining IF Comp 2006 Games (any or some) | |
| 2. Getfeldt's Treasure | |
| 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. Moments Out of Time Adventure Type | |
| 10. The Ebb and Flow of the Tide | |
| A EULOGY FOR STAR FOSTER by Daniel Ravipinto------------------------------- | |
| [Most of us in the IF community know Star Foster as the co-author with Daniel | |
| Ravipinto of 2003's Competition winner Slouching Towards Bedlam, one of the most | |
| played and discussed IF works of the last five years. It is too easy to forget, | |
| though, that there is much more to the people behind IF than the games they | |
| create, that IF is just an enjoyable hobby and distraction from real life for | |
| most of us. Here then is Dan's tribute to Star Foster the human being, who | |
| passed away on December 10, 2006. --JM] | |
| There are no words to sum up the life of Star Foster, but words are all I have. | |
| Words, and stories, and anecdotes and small slices of fact assembled into some | |
| whole that will, of course, come far from encompassing who she really was, and | |
| how much her passing will leave us without. | |
| But words are a start. | |
| So much of Star's life was a love affair with the written word. Both words in | |
| the abstract, their meanings, ideas, etymology, and words as physical, living | |
| things. She loved the sound, shape and tone of a turn of phrase, the feel and | |
| smell of books. She loved words as vibrant, living things existing at the | |
| intersection of mind and body, the cognitive and the emotional. | |
| She read voraciously and never alone. She was a member of a monthly book club | |
| and was always lending and borrowing books with her friends, always ready to | |
| share another new favorite. | |
| Writing (though not the writing process) was her passion, but she never thought | |
| she wrote enough and she never thought of herself as a 'real' writer. She was | |
| wrong about that, as she was wrong about few things. | |
| It's not surprising that she was endlessly delighted at the success of Slouching | |
| Towards Bedlam, her first foray into interactive-fiction, for it meant she could | |
| truthfully call herself an award-winning writer. | |
| Slouching was in many ways an intersection of many of Star's passions: Victorian | |
| language and society, weird and interesting technology, language and meaning, | |
| and most importantly, a solid story. Star had always been fascinated with games, | |
| especially those that told tales. As a child, when she couldn't find anyone to | |
| join her in playing Dark Tower (one of the first electronic board games ever | |
| made), she sat alone in her room for hours, imagining adventures between the | |
| canned noises and the blinks of LEDs. | |
| Of interactive-fiction, she once wrote, "It's a phenomenal art form, full of | |
| creative possibilities, that allows a truly intimate exchange between the writer | |
| and the player. Too often these games are shadowed by their graphic-rich | |
| cousins, many of which can't be bothered with intricate details like plot, | |
| pacing, and story. Interactive fiction is more than just another kind of game; | |
| it's another kind of literature." | |
| Literature was one of the lenses through which Star viewed the world. | |
| Another was the lens of her camera. | |
| She loved Philadelphia, her life-long home, as I have seen few places loved. She | |
| knew the city inside and out, and yet was always discovering new secrets, new | |
| surprises which she shared at every opportunity. | |
| During her many winsome wanderings around the city she would take photos of | |
| whatever caught her eye: doorways, statues, gravestones, historical sites, and | |
| even hastily taped-up flyers admonishing the viewer to vote for John Kerry. | |
| She'd post them on her blog (www.SarcasmosCorner.com), and to a long-time city | |
| dweller these places were usually familiar, yet through her lens they seemed | |
| somehow new. | |
| Again, Star never did anything in a vacuum. The most important part of her | |
| journey was the sharing: the stories and anecdotes told afterwards. Her stories | |
| were always a part of her community, told to her family and friends as she | |
| encouraged them to share their own. | |
| Star found adventure everywhere. | |
| She once wrote a children's novel for National Novel Writing Month about a boy | |
| who steps through a small door in his school and finds adventures on the other | |
| side. Star was fascinated with doors, always curious about where they led, | |
| about what was on the other side. | |
| I've since come to learn that these doors, constructed to provide access to | |
| ductwork and plumbing, are called "trouble doors", and they were a perfect | |
| fascination and metaphor for a woman for whom safe was never quite good enough. | |
| Star had more stories and more adventures than anyone I've ever known. She'd | |
| been a pirate and scream queen. She'd joined a secret society just to find out | |
| what they did. She'd been to Japan. She'd gone swimming with sharks. She'd | |
| sung in a piano bar in a boa. | |
| Star knew where all the trouble doors in life were, and although she sometimes | |
| doubted, worried, and was scared, none of that stopped her from venturing | |
| through them. | |
| And I was sometimes lucky enough to go along with her. | |
| On December 10, 2006, Star Foster stepped through another door, and this time I | |
| can't follow. I hope that someday, when my adventures are over, I'll meet her on | |
| the other side and find her, waiting and impatient, with more stories, more | |
| adventures. | |
| More words. | |
| A TIMELINE OF THE FRENCH IF COMMUNITY by Eriorg---------------------------- | |
| [French IF received a big boost in profile with the recent release of Ekphrasis, | |
| an ambitious and lengthy multimedia adventure. (See Felix Plesoianu's review in | |
| this issue.) The French community is young and still quite small, but has grown | |
| steadily in recent years. As the first of what I hope will turn into a regular | |
| series of features on the "other" IF communities, French community member Eriorg | |
| here provides a timeline of modern French IF history. --JM] | |
| 1980s and very early 1990s: Many IF games in French, both commercial and | |
| freeware, were released, although most of them had graphics but rather primitive | |
| parsers. (Note that the modern French IF community has little or nothing to do | |
| with the French IF of the commercial era: present French-speaking IF authors are | |
| influenced by modern English IF games.) | |
| Late 1991 (probably): The last commercial French (parser-based) IF game. | |
| c. 1993: The last freeware French IF game of that era. | |
| c. 1994 -- 1999: As far as I know, there was absolutely no French IF activity at | |
| all during all those years. | |
| 2000 (at the latest): A mailing list about Inform in French was created. | |
| January 2001: JL Pontico released the French translation of Inform, and also | |
| "Aventure", a translation of "Adventure". | |
| 2002: Eric Forgeot began his first game, "Le pouvoir d�laiss� : The coming race | |
| II", written with Glulx Inform. (Unfortunately, it's still an incomplete demo | |
| version. Apparently, he now hopes to release it in 2007.) | |
| 2002: Sabine, whose website (http://fa1ckg.free.fr/) is about games in French | |
| which are accessible for visually impaired people (not only IF), released her | |
| first French translations of short Inform English IF games. | |
| February 2003: A very important date, because of the release of "Filaments" (by | |
| JB), the first original (i.e. not a translation) and finished game of the modern | |
| French IF community. It was a long story, full of adventure and humor, taking | |
| place in Paris and in a variety of surreal places. The same year, an Italian | |
| translation (by Marco Totolo) of this game was very well received and even won | |
| the Best Italian IF game of the year 2003 award! | |
| July 2004: Release of "La Mort Pour Seul Destin", again by JB. It was a non- | |
| linear fantasy IF game with RPG elements, and also a homage to adventure | |
| gamebooks, especially Steve Jackson's "Sorcery!" series. | |
| August 2004: The mailing list was replaced by a web forum | |
| (http://ifiction.free.fr/forumBB/index.php). | |
| April 7, 2005: Stab, a computer artist (who is also the author of the French | |
| Comp 2005 and 2006 logos and of the look of the French IF forum) suggested the | |
| idea of a French IF short games competition. | |
| April 16, 2005: Eric Forgeot announced the competition and its rules. He was the | |
| organizer of the comp. | |
| FRENCH COMP 2005 RULES: | |
| - Any programming language may be used. | |
| - The theme is: a main puzzle which, when it'll be solved, will end or nearly | |
| end the story. This puzzle might be about mechanisms or gearings, for instance. | |
| - The deadline is June 21st. (It was later postponed until September 30th.) | |
| - Three ratings, each one from 1 to 10. The three criteria are: "enjoyment", | |
| "originality and atmosphere" and "technical quality". The general average will | |
| determine the winner. There will also be a winner in each category. | |
| - Authors may judge the games -- except their own games, of course! (We're just | |
| not numerous enough to refuse votes. In the French Comp, Eric Forgeot even is | |
| simultaneously the organizer, an author and a judge!) | |
| - Authors must be anonymous. | |
| - Authors may submit several games if they want. | |
| Note that the French Comp rules were always very flexible: we're quite glad if | |
| you submit games, we can't be too fussy if you don't quite respect some rules. | |
| For instance, the theme of the comp is optional: it's supposed to help you to | |
| find ideas, not to be a constraint. | |
| Similarly, games whose authors were not anonymous were accepted. Anyway, the | |
| rule about anonymity doesn't really work in practice: with so few authors, it's | |
| not that hard to guess who's who! | |
| No rule forbids to submit already released games. | |
| Finally, both the submitting and the voting deadline were often postponed in | |
| order to allow latecomers to enter. | |
| Late September and early October 2005: the competition games were released. | |
| There were five games, by five different authors. Two of them were the first | |
| French games written with ADRIFT, which Sabine had recently translated into | |
| French. | |
| October 26, 2005: French Comp 2005 results: | |
| 1. "Le Cercle des Gros Geeks disparus" by Adrien Saurat (a humorous one-room | |
| game) | |
| (Also winner of Best enjoyment and Best technical quality.) | |
| 2. "Echapp�e Belle Dans les Contr�es du R�ve" by JB (a Lovecraftian story) | |
| (Winner of Best originality and atmosphere.) | |
| 3. "Le Temple de Feu" by Eric Forgeot (a puzzle-filled game) | |
| 4. "Les Feux de l'enfer" by Sabine (a fantasy story) | |
| 5. "Qui a tu� Dana ?" by Vegeta (a mystery story with a touch of science | |
| fiction) | |
| To sum up, with the French Comp, the principle of competitions for short IF | |
| games proved once again, ten years after the creation of the IF Comp in the | |
| English community, its remarkable effectiveness to motivate authors to write | |
| games and ABOVE ALL to finish them -- rather than procrastinate or start big | |
| projects which never get finished... | |
| April and May 2006: Benjamin Roux released two homebrewed MS-DOS games on the IF | |
| Archive, "Interra, L'autre monde" and "Jour pluvieux". | |
| 2006: Lo�c released two games, which he submitted to the French Comp a bit | |
| later. | |
| Late October 2006: the French Comp 2006 games (four games by three authors) were | |
| released. | |
| Same rules as French Comp 2005, except: | |
| - The suggested theme was science fiction. | |
| - Ratings: the three criteria were slightly different from the previous comp: | |
| "enjoyment", "writing" and "programming". The "enjoyment" criterion had a double | |
| weight for the calculation of the average. | |
| - There were a few prizes, donated by JB. (There was no prize in the previous | |
| French Comp.) | |
| November 3, 2006: JB released "Ekphrasis", a very ambitious game with many | |
| graphics, sounds and music. It's an adventure story about forgers and | |
| Renaissance art. Although it's in French, it already received a few very | |
| favorable reactions on the RGIF newsgroup. | |
| December 29, 2006: French Comp 2006 results: | |
| "La Cit� des Eaux" by Adrien Saurat: 1st place. | |
| (Also winner of Best writing, Best programming and Best enjoyment.) | |
| ------------------------- | |
| A post-apocalyptic science fiction game. After a journey through various | |
| devastated places, you might reach "la Cit� des Eaux" (the City of Waters). On | |
| the way, you, as a player, will progressively discover the not so pleasant | |
| nature of the player character's personality and mission... | |
| "Sarvegne" by Eric Forgeot: 2nd place. | |
| ------------------------- | |
| A science fiction game. You're about to enter the futuristic city of Sarvegne, | |
| where you want to meet a pen-friend who asked you to come there... | |
| "Largo Winch" by Lo�c: 3rd place. | |
| ------------------------- | |
| An adventure story inspired by the successful comic books series of the same | |
| name. (According to a page (http://www.largowinch.com/fr/bd/moi5_11.html) from | |
| the official Largo Winch website, they apparently rather encourage fanfiction.) | |
| You're Largo Winch, the director of the "Group W" and one of the richest men in | |
| the world, but also a man of action. There have been two murders in one of your | |
| Mexican research laboratories, the W Food Research laboratory. You go there to | |
| investigate personally... | |
| "Enqu�te � hauts risques" by Lo�c: 4th place. | |
| ------------------------- | |
| A thriller taking place in Paris nowadays. You're a policeman called Lucas | |
| Label, and today might be the day you'll send at last to jail Roberto Amato, one | |
| of the most dangerous men of the Italian Mafia. But things might also go | |
| terribly wrong! | |
| All the same, the French-speaking IF community is still very small, with hardly | |
| more than a dozen permanent members. This causes many problems: few games, few | |
| players (which perhaps makes it harder to find the motivation to write games, | |
| and probably also makes games less technically solid than they could be, because | |
| of the lack of beta-testers), and so on. | |
| We'd give new members a very warm reception! | |
| THE SPAG INTERVIEW (DEPARTMENT OF FRENCH STUDIES)-------------------------- | |
| Eriorg was kind enough to conduct and translate interviews for SPAG with two of | |
| the French community's most prominent members: Adrien Saurat, winner of the | |
| recent French IF Competition; and JB, author of the recently released multimedia | |
| epic Ekphrasis that has gotten considerable attention even in the English IF | |
| community. | |
| =-=-=-=-=-=-=-=- | |
| Adrien Saurat, author of "La Cit� des Eaux" | |
| -=-=-=-=-=-=-=-= | |
| E: Let's begin with the usual SPAG interview introductory question: | |
| could you tell us a little about yourself? Who are you, what do you do | |
| for a living, and so on? | |
| AS: I'm Adrien Saurat, 28 years old French semi-geek. I work as an engineer in a | |
| big Information Technology service firm, working mostly with ASP and PHP | |
| languages. Aside from that, I enjoy playing comedy theatre in general and | |
| improvisational theatre in particular. | |
| E: How did you know about IF in general, and French IF in particular? | |
| AS: My very first contact with IF was with a game I don't really remember... I | |
| was very young and it was in English, I didn't understand everything. I only | |
| remember that it was somehow related to Alice in Wonderland. I had a good time | |
| on this but soon got back to Nebulus, Bubble Bobble and such! Later, I | |
| discovered the Hitchhiker's guide to the galaxy and Planetfall. I got really | |
| into Planetfall, and this little robot is still in my mind after all these | |
| years. But again, after trying this game I got back to more action-oriented | |
| games. | |
| A few years ago, after reading the Douglas Adams books, I played the H2G2 game | |
| again and tried to find French Interactive Fictions of the same kind. I soon | |
| discovered the mailing-list dedicated to French IF creation, downloaded the | |
| Inform translation by Jean-Luc Pontico and created a portal to host the | |
| community, which is now mostly administrated and updated by Eric Forgeot. In | |
| 2005, Stab (our graphic artist) and Eric initiated the French Comp, and we since | |
| enjoy to make it live in spite of the tiny number of authors we have! | |
| E: I see that, besides interactive fiction, you're also interested by e-mail | |
| role-playing games: what are they, exactly? Did you create some yourself? And | |
| do you think there are things in common between IF games and e-mail RPGs? | |
| AS: I got into this after two years of online RPG gaming on Ultima Online and | |
| The 4th Coming. At first lurking on an English "Red Dwarf" based e-mail rpg, I | |
| soon tried one of them in French. This game quickly vanished, so I started my | |
| own, a sci-fi humorous game in which I did put the character of my first | |
| player in a spaceship, brush in hands :) | |
| To me, pbem games (play by e-mail) represent the best form of online gaming if | |
| you enjoy freedom of action. It combines the possibilities of a good old live | |
| role-playing game with the advantages of playing when you have the time to do so | |
| (my good old Warhammer Saturday afternoons with my friends definitely belong to | |
| the past). Then, when you want to create games for a greater audience, the | |
| closest choice is the Interactive Fiction! You can still develop a rich story | |
| and give the player a rather good feeling of freedom (at least better than in | |
| point-and-click games), with this "anyone can do it" feeling (I just can't make | |
| a Monkey Island for now). | |
| E: How did you have the idea of "La Cit� des Eaux"? And did the suggested | |
| themes for the French Comp (in 2006, it was science fiction) help you to find | |
| ideas or were they, on the contrary, constraints? | |
| AS: The science fiction theme has always been one of my favorite, so in no way | |
| could it be a constraint. I just had to choose among all my influences in this | |
| domain... Asimov? Lucas? Orwell? Adams? Barjavel? | |
| "La Cit� des Eaux" (post-apocalyptic) was in fact my third idea for the comp. My | |
| two first projects would fit in the "Space Opera" genre. One of them is still a | |
| work in progress, but it was too big to be finished on time. It will be largely | |
| inspired by space trading games like Elite or Nomad, but I really can't say when | |
| it will be finished... I'm used to small games and they already consume a lot of | |
| my time ;) | |
| Too late for that, I had to find another idea. I'm fond of post-apocalyptic | |
| settings, and one of my favorite authors of the 19th century wrote a sort-of | |
| prophetical text which really shines by its cold and cruel modernity. I soon got | |
| excited about using this long quote in a game, and started a story which takes | |
| place in a ravaged world, slowly curing from its wounds. | |
| E: A major theme of "La Cit� des Eaux" is the opposition between nature and | |
| man, between ecology and technology. What's your opinion about that subject? | |
| Do you entirely disapprove of the attitude of the main character of the game, | |
| or do you nevertheless agree a little with him, somehow? | |
| AS: Ahem... I spent a lot of time during the last years to re-think my vision of | |
| Life, the Universe and Everything. I ended up being a deterministic, somewhat | |
| nihilistic (I don't kill people), atheist. Still, I can't decide between "Let's | |
| save our Earth, for our children's sake!" and "In the end, everything will | |
| disappear anyway, life is absurd, so who cares?" | |
| The game tries to give an intermediate solution! | |
| I can't say I agree with the main character, but the goal of the game is clearly | |
| to help him achieve his mission. The happy end was only added to enhance | |
| replayability and to reassure people about my sanity ;-) but the story is | |
| designed in such a way that most players will first finish it with the initial | |
| goal (except maybe for experienced players who can't stop snuffing everywhere). | |
| E: In "La Cit� des Eaux", there are many quotations from a famous French | |
| writer (we won't reveal his name here to avoid spoilers). What gave you this | |
| idea? Is he one of your favorite authors? Or perhaps did you choose him just | |
| because his texts are in the public domain? | |
| AS: Yes, he shares the top of my favorite authors with Albert Camus, Jerome K | |
| Jerome and Douglas Adams! | |
| The quotes used in the game come from a short, simple and underrated book of | |
| this author. I read it regularly when I feel my muse gets lazy! | |
| Thinking of the precedent question, I can add that the 19th century quotation is | |
| only closed when you attain the regular ending. It just wouldn't fit with the | |
| happy one. | |
| E: Before "La Cit� des Eaux", you published the game "Le Cercle des Gros Geeks | |
| disparus", the French Comp 2005 winner. Could you present it shortly? And | |
| which one of your two games do you personally prefer? | |
| AS: The title refers to "Le cercle des po�tes disparus", aka "Dead poets | |
| society" in English. Thinking about it, "Dead geeks society" would make it very | |
| well for a translation of the game ;-) In this fiction, you play the role of a | |
| nerd waking up after a whole night of drinking lemonade-based cocktails and | |
| crafting a mysterious cube. Your goal is to finish this WIP machine with the | |
| items you'll find in the bedroom. Depending on which objects you'll plug on the | |
| cube, it will have a totally different usage and that will generate specific | |
| endings, only one of them being totally satisfying. | |
| "Le Cercle" is a very short and, I hope, fun game. I took the time to implement | |
| nearly everything I wanted. I still have a version in progress to correct the | |
| last bugs, and of course it's far from perfect and I could enhance it, but | |
| otherwise I consider the game finished. | |
| On the other hand, "La Cit� des Eaux" was really completed in a hurry and some | |
| rooms are very very empty. That makes me mad and if you, reader, wants to try | |
| the game, please wait for the Release 4, coming soon in French, or the Release | |
| 5, which should be an English version. | |
| I prefer "La Cit� des Eaux" for two reasons. First, the theme seems more | |
| interesting to me. Second, I like the fact that the player can drive the | |
| character in some places just to change his vision of the world, thus modifying | |
| the ending. | |
| E: Although the atmosphere of your two games is totally different, they do | |
| have at least one notable thing in common: the presence of multiple endings, | |
| only one of them optimal, which enhances replayability. Do you particularly | |
| like that way of doing things, rather than, for instance, longer but more | |
| linear games with only one winning ending? | |
| AS: When I was a child, playing 8 bits games for hours and hours, I had a | |
| sadistic patience and could play on a single, complex and undocumented game for | |
| days (we all did, didn't we?). That's over! I don't play often now, and I prefer | |
| short and easy games, simply to spend a good time in a virtual world. I create | |
| the games I'd like to play. The multiple endings in "Le Cercle des Geeks" are | |
| simple to find. They may be fun but do not add a lot to the meaning of the story | |
| (talk about meaning with geeks involved...). In "La Cit� des Eaux", the end | |
| depends on the morale and philanthropy of the main character, which changes | |
| during the game depending on the actions asked by the player. In the Release 2, | |
| sent for the comp, the tuning is far from perfect, but later versions will add | |
| more endings and make them more tied to the state of the character. | |
| Well, yes, I like this kind of play! I was largely influenced by games like | |
| Aisle, Pick up the phone booth and die, Galatea... but wanted to push the | |
| experience in a longer story. My future games will still probably offer multiple | |
| endings, maybe even branching stories. | |
| E: What are your favorite IF games? | |
| AS: Amongst the classics, Planetfall for ever! | |
| Speaking about the modern creations, I must admit that I didn't play a lot of | |
| games but I can mention I-0, Being Andrew Plotkin and All Roads which really | |
| pleased me, each one in its special style (I-0 rules!). | |
| My favorite French game is Filaments, written by JB Ferrant, a beautiful story | |
| about a young Parisian girl called Margot and his dorky friend Jonas. | |
| E: How do you see the future of French IF? | |
| AS: Our community gets slowly bigger and bigger. Some of us make a lot of | |
| efforts to enhance the visibility of our community and it should pay soon. We | |
| are happy to approach the English community now, but our biggest priority is | |
| still to gain more writers and players in French speaking countries. A very long | |
| task which should be made easier by crafting a few newbie friendly games. Maybe | |
| Ekphrasis could fill this empty spot with its multimedia content? Future will | |
| tell. | |
| E: What are your projects (especially related to IF!), now? | |
| AS: I'm working on a seafaring game which should be bigger than La Cit� des | |
| Eaux, but still largely influenced by the choices of the player (way more, in | |
| fact). It will be more action oriented, and should be an intermediate step | |
| before the Elite-like game I spoke about earlier. | |
| =-=-=-=-=-=-=-=- | |
| JB, author of "Ekphrasis" | |
| -=-=-=-=-=-=-=-= | |
| E: The usual SPAG interview introductory question: could you tell us a little | |
| about yourself? Who are you, what do you do for a living, and so on? | |
| JB: I'm JB, with a very full life, and lots of stories to relate. | |
| E: How did you know about IF in general, and French IF in particular? | |
| JB: I came upon "Aisle" by chance in 2002 and I was charmed by that surprising | |
| game. I then discovered the INFORM language, and its French version, but there | |
| was no original game in French at the time. I found it interesting to embark on | |
| this adventure, and a few months later, Filaments was written. | |
| E: I see that you're also a writer and that you've published a novel, | |
| "Perfect!" (http://ginko968.free.fr/histoires/index.htm). Could you tell us | |
| more about it? And does your writing experience help you for your IF games, | |
| and vice versa? | |
| JB: The creation of Perfect was a publishing rather than a writing project: it | |
| was a novella about video games published on a website which had been very | |
| successful; we created a label (Ginko), requested an ISBN, did the legal deposit | |
| at the Ministry of the Interior and at the National Library of France, worked | |
| out the bar code representing the ISBN, made a normalized cover, and so on... | |
| It's difficult to launch into an IF without taking pleasure in writing, but an | |
| accomplished writer, while he'll know how to delight us with a spirited | |
| scenario, solid characters and tangible descriptions, won't guarantee an | |
| interactive game giving the intellectual pleasure of a true video game; a double | |
| culture, about both adventure games and literature, is a prerequisite for that | |
| exercise. | |
| E: About your new game "Ekphrasis": what gave you the idea of writing a story | |
| about Renaissance art? Do you have a passion for this subject? | |
| JB: I wanted to write a story dealing with experts in a particular subject, a | |
| priori austere and rigorous as art history and mathematics are for the novices, | |
| and make characters with strong personalities contrast with these austere | |
| subjects. The rest was only documentation, the Renaissance era being so rich | |
| that everything can be a pretext to fascinating stories. | |
| E: "Ekphrasis" is your first game with graphics, sounds and music. In your | |
| opinion, what can these multimedia elements add to IF games? Should they be | |
| above all illustrations, beautiful but optional, or do you prefer, like | |
| sometimes in "Ekphrasis", that they're really essential for the game, for | |
| instance to solve some puzzles? | |
| JB: By their dryness, IF games play with the obscure part of imagination and the | |
| addition of multimedia elements may be a neither necessary nor desirable | |
| evolution. | |
| The illustrations aren't optional: Ekphrasis is written in the first person, and | |
| what Gilbert Fontenelle the art history professor sees isn't what the player | |
| must see in order to progress; more precisely, what Gilbert sees is expressed by | |
| the text, whereas the picture gives a more objective vision. For instance, in | |
| the first room, the description mentions Bramante and the "formidable presence" | |
| of the Renaissance masters, but the picture explains more clearly where the | |
| player is. | |
| Similarly, when you observe some objects, for instance the fax you receive at | |
| the beginning of the game, the information appears in the graphic window, and | |
| there's an ironic comment from Gilbert in the text part, which provides a | |
| particularly pleasant to handle writing liberty. | |
| By extension, the sounds are there to underline an atmosphere, and the (brief) | |
| music, to sanction a chapter and to set a tone. | |
| As for the possibility of exploiting pictures or sounds to devise new puzzles, | |
| why not, but the quality of puzzles, the clarity of their formulation and the | |
| cleverness of their solution and the resulting game enjoyment are only a problem | |
| of design, not of implementation. | |
| E: Could you tell us (no need to go into all the details!) which illustrations | |
| and sounds of "Ekphrasis" did you do yourself and which ones were you able to | |
| take elsewhere, for example on websites with royalty-free pictures and sounds? | |
| JB: I dug into my archives and family archives, as well as in a bought image | |
| bank CD. On that subject, you'll find again some characters from Ekphrasis in | |
| various advertisements of bad quality... | |
| E: Did the programming of the game with Glulx happen without too many | |
| difficulties? | |
| JB: Problems which now seem minor to me: obsolete compiler, the save function, | |
| and also the "Demander" ("Ask") verb didn't work in the French libraries until a | |
| recent correction was implemented. | |
| Finally, until the OGG was implemented in Glulx, Ekphrasis very nearly was a | |
| silent game... | |
| E: You're already the author of 4 IF games in French : "Filaments", "La Mort | |
| Pour Seul Destin", "�chapp�e Belle dans les Contr�es du R�ve" and of course | |
| "Ekphrasis". Which one do you personally prefer? Which one was best received | |
| by the players? Do you have an estimate of the number of people who played at | |
| least one of your games, as far as you know? | |
| JB: My favorite is the one I'm going to write soon ;-) Although I received | |
| laudatory e-mails concerning Ekphrasis, Filaments received an extremely warm | |
| welcome at the time and I still regularly receive e-mails (from an exclusively | |
| feminine audience, by the way) on that subject even 4 years later. | |
| For your information, on January 6, 2007 and since it was put online on November | |
| 3, 2006, Ekphrasis was downloaded 3037 times as its Windows stand-alone | |
| executable version and 1696 times as its .blb version for other operating | |
| systems from my website. | |
| Now, I don't know how many people played it. Note that these numbers are below | |
| the downloads of "La Mort Pour Seul Destin", which goes to show that, when | |
| you've got a good title... | |
| E: You've already made, and finished!, 4 games (3 of them quite long), which | |
| is unusual for French IF! What's your "secret"? | |
| JB: I'm haunted by stories which only want to express themselves. | |
| E: "Filaments" was translated into Italian and, by the way, won the Best | |
| Italian game of the year 2003 award. In what circumstances did it happen? Do | |
| you think that there'll be other translations of your games, for instance an | |
| English translation of "Ekphrasis"? | |
| JB: Shortly after the release of Filaments, an enthusiastic bilingual player | |
| intended to make a translation of it. Given that he was also a good programmer, | |
| it's not impossible that the Italian version is more pleasant to play, too... | |
| Of course, it would always be a pleasure for me that Ekphrasis or another one | |
| would be translated into English so that these characters are known by a larger | |
| audience, but I wouldn't be personally proactive on those projects, translation | |
| being a project requiring a rigor, a competence and a passion I don't think I | |
| have. | |
| E: What are your favorite IF games? | |
| JB: Aisle, Shrapnel, All Roads. | |
| E: How do you see the future of French IF? | |
| JB: Our community is enriched with about one permanent member every year, | |
| therefore rather well ;-) | |
| E: What are your projects (especially related to IF!), now? | |
| JB: I'm presently working on a new project, which has even more pictures, with a | |
| bigger graphic window, and more sounds. | |
| THE SPAG INTERVIEW (DEPARTMENT OF ENGLISH STUDIES)-------------------------- | |
| Per long tradition, presented here are interviews with the top three finishers | |
| from the 12th Annual IF Competition: third place finisher Eric Eve; second place | |
| finisher Nolan Bonvouloir; and the 2006 Competition winner, Emily Short. | |
| =-=-=-=-=-=-=-=- | |
| Eric Eve, author of "The Elysium Enigma" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: You have been a prominent member of the community for a couple of years | |
| now, but this marks your first interview for SPAG. I understand you are a New | |
| Testament scholar when not authoring IF. Care to share with us a bit about | |
| your personal and professional life outside IF? | |
| EE: As you say, I'm a New Testament scholar; I work at Harris Manchester | |
| College, which is one of the colleges of Oxford University. But Harris | |
| Manchester is an unusual Oxford college in that we take only mature students, | |
| i.e. students who are 21 or over at the start of their course, so I get to teach | |
| people from a wide variety of backgrounds. I've also spent four Januaries | |
| teaching Winter Term courses at Middlebury College in Vermont. | |
| I wasn't always an NT scholar, though. My first degree was in Engineering, and I | |
| worked for EMI Electronics for 15 months before being lured into the family | |
| business where I stayed for 15 years. Early in the nineties a series of | |
| takeovers persuaded me that it was time for me and a business career to part | |
| company, so I returned to Oxford to retrain as an academic. | |
| SPAG: The thing that always strikes me first about your games is your mastery | |
| of NPC interaction. Conversations in your games feel more real than those in | |
| just about any other IF. How do you get this effect? Any secrets you can | |
| share, other than just patience and an intimate knowledge of TADS 3? | |
| EE: Thank you for your kind remarks! If the conversations in my games do work | |
| well, it's probably due to a number of factors. First, I've had some practice at | |
| writing dialogue in my drafts of (unpublished) static fiction. Second, I've | |
| generally tried to follow the advice Mike Roberts's article on creating dynamic | |
| characters, for example in giving both sides to the conversation and in varying | |
| default responses. Third, I do try to take full advantage of the tools TADS 3 | |
| provides for programming conversations and other aspects of NPC implementation. | |
| But fourth, as you suggest, it does take a great deal of patience, in providing | |
| a reasonably wide range of responses, in trying to ensure that the responses | |
| vary appropriately according to circumstance, and in polishing the dialogue in | |
| the light of how it appears on the screen in the course of play-testing (both my | |
| own and my beta-testers'). There's no magic secret to it, but I think it does | |
| help to think in terms of writing dialogue and not just responses to | |
| conversational commands; in particular when I'm writing a series of responses to | |
| the same command I'm usually trying to imagine how a conversation on the topic | |
| might progress, while trying to allow for the fact that the player might enter | |
| other commands in between any of the conversational exchanges. | |
| EE: You constructed your game in such a way that it is possible to reach the | |
| ending with as few as 12 of its 30 points. The game thus fits within the | |
| Competition time limit, yet offers much more for those interested in | |
| exploring. It even concludes with customized hints on things one might want | |
| to try next time through. How did you come up with this approach? | |
| EE: To be honest, I was a bit worried whether it would fit within the time | |
| limit. I suppose it was partly this worry that led to the approach you mention; | |
| I wanted to make it reasonably possible for most players to find an ending | |
| within two hours, while giving scope to the other ideas I'd thought up. I also | |
| wanted to provide more puzzle-oriented players with more things to do without | |
| this obligatory for all. So far as the customized hints at the end are | |
| concerned, this simply struck me as a neat idea to implement when I was | |
| considering what to put in an AMUSING option. Of course I also hoped it might | |
| encourage some players to play the game again outside the Comp to find some of | |
| the things they missed first time round. | |
| SPAG: From the department of strange coincidences: Two of top three finishers | |
| this year had amazingly similar themes, although their individual feels are | |
| quite different. Were you surprised when you realized that Floatpoint also | |
| involved a diplomat visiting a backwater colony inhabited by strange and | |
| possibly dangerous natives? | |
| EE: Yes, I was indeed, and remarked on it shortly after playing Floatpoint in an | |
| email exchange with Emily Short. As you say, the two games have a very different | |
| feel, but another coincidental similarity is that in both games the PC's first | |
| explicit task is to meet a particular official. Moreover, in both games the | |
| native society is facing extinction, though for very different reasons, and in | |
| both games the PC in a sense has to deal with threats to the native society, | |
| though in very different ways. Some of these similarities may be rather too | |
| general to be significant, but none of them is due to Emily and I exchanging | |
| ideas before the Comp. | |
| SPAG: You mention in Elysium Enigma that it is just one fairly small episode | |
| in a science fiction universe you have been building for three decades (!). I | |
| am reminded of J.R.R. Tolkien, filling his office with maps, legends, and even | |
| languages of a world no one else knew existed. Will we be seeing more of this | |
| universe, in either IF or static fiction? | |
| EE: I have no concrete plans right now for another IF game set in this universe, | |
| but it's quite possible I'll return to it in some future game. I doubt the | |
| static fiction set in this universe will appear in print any time in the | |
| foreseeable future. Every now and again I come back to it and have another go at | |
| polishing it, but it's nowhere near anything that would be publishable. There | |
| are currently six or seven novels in the series, in various states of disarray, | |
| and every time I polish one up it changes my ideas about what should be in the | |
| others; and none of them has reached a quality I'd feel happy to have my name | |
| attached to in print. | |
| SPAG: In addition to your game authorship, you have also been deeply involved | |
| in the development of TADS 3, even authoring a couple of manuals for the | |
| system. How did this come about, and has it been a satisfying experience? | |
| EE: I'm not sure I was exactly "deeply involved in the development of TADS 3"; | |
| in common with many other member of the TADS 3 list I've bombarded Mike Roberts | |
| with bug reports and feature requests, and there's a couple of small bits of the | |
| library that are based on things I sent Mike, but the real development effort is | |
| down to him. But it is true that I have contributed some documentation. This | |
| originally came about through my own efforts to learn the system with little | |
| more than the system documentation and the comments in the library code to guide | |
| me. Once I'd more or less begun to understand the basics I thought it would be | |
| helpful to write the sort of guide I would have found useful as a complete | |
| beginner coming from another system (I originally learned Inform 6), and so I | |
| drafted the original "Getting Started in TADS 3" as one fairly recent beginner | |
| trying to help totally new beginners. Mike gave me a lot of useful feedback on | |
| the first draft, which prevented it passing on too many near-beginner mistakes. | |
| But there was a great deal the Getting Started Guide didn't cover, so after | |
| spending more time working in TADS 3 I conceived the idea of writing a Tour | |
| Guide that would take the reader through most of the more commonly-used library | |
| classes in a reasonably systematic manner. Mike subsequently asked me whether he | |
| could distribute the Getting Started Guide and the Tour Guide as part of the | |
| documentation for the official release of TADS 3 and I was very happy for him to | |
| do so; quite apart from anything else it meant that all the work I'd put into | |
| writing them would be put to good use! | |
| In the main I'd say it was a satisfying experience. I've certainly enjoyed | |
| participating in the TADS 3 list and knocking around ideas for new features | |
| during the development process. I'm not satisfied that the Getting Started Guide | |
| and Tour Guide are as good as they could be, but then I probably wouldn't be | |
| satisfied with them whatever I'd written, and I'm pleased that people generally | |
| seem to find them useful. I was also pleased that the incorporation of the | |
| Getting Started Guide into the official TADS 3 documentation set gave me the | |
| opportunity to make some fairly major changes to it along lines I'd long been | |
| contemplating. On the other hand I keep kicking myself when daft errors come to | |
| light as a result of my not having carried through all the changes consistently. | |
| SPAG: You are also one of the few, possibly the only, IF author to have | |
| authored games in both TADS 3 and Inform 7. I surmise based on my limited | |
| experience that Inform 7 is easier to pick up, particularly for non- | |
| programmers, and pitched as a more explicitly literary system; while TADS 3 is | |
| more technically daunting but has a world model of a complexity never seen | |
| before in IF, thus making it a better choice for more simulation-oriented | |
| works. Would you say this is an accurate assessment? Can you tell us a bit | |
| about your experiences with the two systems? Will you continue to split your | |
| development time between the two? | |
| EE: Your characterization of the differences between TADS 3 and Inform 7 may | |
| need a few qualifications. Inform 7 certainly seems to be attracting a number of | |
| potential authors who would be daunted by a more conventional programming | |
| language. Whether that means it's objectively easier to master than TADS 3 I'm | |
| not so sure. In some ways the TADS 3 language is actually simpler than Inform 7 | |
| (in the sense of involving fewer fundamental concepts); the greater complexity | |
| of TADS 3 lies in its library. Which of the two systems is easier to pick up | |
| depends on the inclinations, tastes and previous experience of whoever's trying | |
| to learn them. To write a very basic game with a few rooms and a couple of | |
| portable objects is trivially easy in either system; to attain mastery in either | |
| system is decidedly non-trivial. | |
| Your contrast between "explicitly literary" and having a complex world model | |
| suitable for "more simulation-oriented works" may also need qualifying. | |
| "Explicitly literary" is a fair designation of Inform 7 if and only if it refers | |
| to the coding style or is taken as indicating one kind of author Inform 7 might | |
| particularly attract (those significantly more comfortable with crafting prose | |
| than with coding). This is very different from saying that games written in | |
| Inform 7 are automatically likely to be more literary than those written in TADS | |
| 3 (which I suspect isn't what you meant); that's down to the literary skills of | |
| the authors, not the nature of the authoring systems they use. | |
| Which system is better for simulation-oriented works depends on what it is you | |
| want to simulate. It's true that TADS 3 comes with a richer world model in its | |
| standard library, but the world model features TADS 3 adds over and above the | |
| leaner world model of Inform 7 may or may not be relevant to a particular game. | |
| The interesting simulations in a work of IF often arise from the author's | |
| customization of the default library behavior, and both systems allow that. | |
| When I wrote an Inform 7 demo version of the opening of my TADS 3 game "All Hope | |
| Abandon" I found that constructing the physical environment and customizing it | |
| for puzzles was generally no harder in Inform 7 than it had been in TADS 3. This | |
| may be because I'd already done the hard work in TADS 3, and then simply had to | |
| translate the same logic into Inform 7 rather than devise it from scratch, but | |
| whatever the reason most of the physical-world simulation aspects of the opening | |
| of AHA proved no more difficult to implement in Inform 7 than in TADS 3, and | |
| certain features of Inform 7, such as its scenes mechanism, made certain tasks | |
| easier. | |
| That's far from being the whole story. There are a number of features, such as | |
| actor postures, multiple lighting levels, sense passing, the ability to locate | |
| objects behind or under other objects, and the provision of default room parts | |
| for indoor and outdoor rooms that are standard in the TADS 3 world model but not | |
| in Inform 7. All these can help lend simulation depth when used well, but I | |
| think the most significant differences between the systems lies elsewhere. | |
| By far the most important of these is the marvelous set of tools TADS 3 provides | |
| for implementing NPCs (including, but not restricted to, the conversation | |
| interface). Of course one can produce similar effects in other systems; for | |
| example I wrote a conversation extension for Inform 7 to simulate the TADS 3 | |
| conversation system used in the opening of AHA, and it works well enough for the | |
| purpose. But my Inform 7 extension lacks a great deal of the functionality of | |
| the TADS 3 original, and is a lot klunkier to use. At least for me, TADS 3's NPC | |
| toolset puts it way ahead of the competition for implementing NPCs of the kind | |
| I tried to put in Square Circle, All Hope Abandon, and the Elysium Enigma; on | |
| the other hand my Inform 7 game Dreadwine had much simpler NPCs that were no | |
| problem to program in Inform 7. Again, I suspect Inform 7 could encourage | |
| experimenting with NPC sophistication taken in directions different from the | |
| TADS 3 model, as several of Emily Short's I7 examples illustrate. | |
| There are also a number of subtler differences between Inform 7 and TADS 3. For | |
| example TADS 3 has a rather more sophisticated parser that makes it much easier | |
| for a game author to fine-tune disambiguation and the like; it also has a rather | |
| neater way of handling and reporting implicit actions. Again, TADS 3 makes it | |
| rather easier than Inform 7 to split your game code over a large number of | |
| source files, which I find extremely useful for large projects. Conversely, | |
| Inform 7 has a number of neat features like path-finding and units built in. | |
| So, overall, yes, I'm rather more comfortable doing sophisticated and complex | |
| things in TADS 3 than in Inform 7, but that's partly because I've have a good | |
| deal more experience with TADS 3, and may also partly have to do with the way my | |
| brain happens to work. I also find a lot to like about Inform 7, and would like | |
| to do more with it in the future. So, to respond to the final part of your | |
| question, yes, I'd like to continue to use both systems, but I'll probably be | |
| spending more time with TADS 3, not least because it's my system of choice for | |
| more substantial projects. Inform 7 felt ideal for a short game like Dreadwine, | |
| and I'd probably use it again for a project on that sort of scale (or indeed for | |
| another game like Swineback Ridge, which I wrote in Inform 6, but subsequently | |
| translated into I7 as a learning exercise). | |
| SPAG: Did you get a chance to play the other entries in the Competition? Any | |
| impressions to offer? Favorites? | |
| EE: I played nearly all the comp games, apart from those that I couldn't get to | |
| run or that weren't in English; that's not to say that I allowed the games I | |
| really didn't like to detain me long. The three games I voted for in the Miss | |
| Congeniality were Madam Spider's Web, Floatpoint, and Tales of the Travelling | |
| Swordsman, though looking back at my notes I see that Legion and Primrose Path | |
| weren't far behind in my ratings (the points I gave to these five games range | |
| between 8.5 and 9, so I obviously thought they were all pretty close). There | |
| were several others I quite enjoyed even though I didn't score them so highly. | |
| Of those five, Madam Spider's Web would seem to be the most eccentric choice in | |
| relation to the overall scoring in the comp; it seems to have suffered in some | |
| quarters from being too short. To me that wasn't a big issue; indeed with so | |
| many games to play it was rather nice to find one that didn't take the full two | |
| hours, and had I wanted to play longer I could always have gone back to try to | |
| find some of the other endings. There were several things I particular liked | |
| about it: the setting was well done, the puzzles were just the right level for | |
| me (I especially enjoyed the piano puzzle), and the author had obviously taken a | |
| great deal of care in implementing scenery objects and intelligent responses to | |
| player commands (for example, by sensibly filling in intermediate steps). | |
| SPAG: Any new projects in the works? | |
| EE: I'm about a month or two into a new TADS 3 game; it's a fairly substantial | |
| project, so it'll probably be quite a while before it seems the light of day. I | |
| have some fairly ambitious ideas on the role of the NPCs and the possibilities | |
| for plot-branching in this work, so the whole thing could come horribly unstuck! | |
| When it's done I hope it will appeal to people who liked Elysium Enigma, | |
| although it'll be a larger game than EE, and I've tried to take on board the | |
| criticism of some of EE's puzzles. | |
| SPAG: Thanks so much for agreeing to do this! | |
| EE: My pleasure! | |
| =-=-=-=-=-=-=-=- | |
| Nolan Bonvouloir, author of "The Primrose Path" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: You are a new face in the IF authorship community, always a nice thing | |
| to see. Perhaps you can introduce yourself to SPAG's readers by | |
| telling us a little bit about your life and activities outside of IF. | |
| NB: I'm a college student going for a performance degree in music - I'm a | |
| pianist - with a large assortment of minors of similar practical value. So far | |
| it hasn't caught up with me, though; this coming spring I'll be in Europe for | |
| the semester studying at a conservatory there. Lately I've been dedicating more | |
| time than I'd like to admit to composing, reading, and doodling on myself with | |
| felt-tip pens, and have occasionally been known to invent fattening desserts. | |
| I also have a closet obsession with metered poetry. But don't tell any of my | |
| English professors. | |
| SPAG: You stated within Primrose Path that you are a complete non-programmer, | |
| and would never have been able to create it without Inform 7. I suspect this | |
| sort of thing is music to Graham and Emily's ears, as perhaps their biggest | |
| goal in creating Inform 7 was to make IF authorship accessible to writers who | |
| are not coders. Can you tell us a bit about your experience with Inform 7? | |
| How long did it take you to get up to speed with the system? | |
| NB: The opening of Primrose was kicking around in my head for quite a while; I | |
| started out trying to program it in Inform 6 about a year ago, but computers | |
| have never exactly bent to my will - at the time I'd never achieved anything | |
| more exotic than italics in HTML - and it was pretty much a lost cause from the | |
| start. So I gave it up for a few months. But when I visited the inform- | |
| fiction.org site last May in preparation for a second go at it, lo and behold, | |
| there was a shiny new site and a new version of Inform. I downloaded I7, and by | |
| that night I'd reimplemented what had taken me three weeks to grind out in I6. | |
| I wouldn't say I really knew what I was doing until about a month or two after | |
| that, but once I got the hang of the language the speed of the process kind of | |
| took me by surprise. I'm a horribly undisciplined writer, but somewhere along | |
| the line the game unlocked reserves of productivity I hadn't known I had; it's | |
| turned out to be far and away the longest thing I've ever written. | |
| SPAG: The aging spinster who is the protagonist of your game is about as far | |
| away from the typical IF hero as one can get. Although there are of course | |
| magical elements, the whole feels more like a literary short story than genre | |
| fiction. What led you to create such vivid and unusual characters and | |
| setting? | |
| NB: Well, thanks! One of the things I love about IF is that players can choose | |
| the way they experience it-you can simply do the task you're set to do and get | |
| on with the game, or you can examine everything, exhaust all the conversational | |
| possibilities, follow up every red herring. . . . I wanted to at least try to | |
| reward both, so there ended up being rather a lot of easter eggy-type material | |
| in there. | |
| Much of the work I did in a binder that ended up being something like 200 pages | |
| long-starting with maps and flowcharts (when I was trying to keep track of all | |
| the ending combinations), and ending during beta-testing with lists of hundreds | |
| of crossed-out bugs. But a big chunk of it is just playing around with the | |
| characters-for Leo and Irene I ended up spending a lot of time just making sure | |
| their histories were consistent-listing their background information, working | |
| out the plot, writing sample conversations. It ended up being an awful lot of | |
| extra material, but in the end I think the game was better for it, especially | |
| since much of it wound up tucked away into some of the more obscure dialogues | |
| and cutscenes-it was all enormously fun to fit together. | |
| SPAG: Your game is told entirely in first person. What was the logic behind | |
| this decision, and how difficult was it to make this conversion in Inform 7 | |
| for you, a self-confessed novice to IF authorship? | |
| NB: I think the first transcript I ever wrote ended up being the first draft of | |
| the final confrontation between Irene and Matilda, so I guess there wasn't ever | |
| a conscious choice to use first person over second; it's been that way from the | |
| start. And since the game was always headed toward the row between the player | |
| character and the player, I suppose I was trying throughout to keep them | |
| completely separate, and in that way first person definitely turned out to be | |
| less restrictive; I'm not sure I would have felt comfortable attributing strong | |
| emotions to a second-person PC, lest I invite the player to disagree. | |
| That said, it did take me quite a while to make the switch, though once I | |
| figured out which of the library files I wanted it wasn't too difficult to weed | |
| out all the yous. | |
| SPAG: There is a rather odd split between the player of your game and Matilda, | |
| the protagonist. Matilda will, for instance, simply refuse to perform certain | |
| orders. What was the philosophy behind this design? | |
| NB: When I started writing, I'd played very little IF beyond the old Infocom | |
| games, in which the protagonist is almost invariably a sort of bland, | |
| nondescript extension of the player. I guess in a way I was trying to prove to | |
| myself that this didn't have to be the case. So Matilda will take initiative if | |
| you don't give her a command, provide her own opinions, and if necessary defy | |
| the player outright-I was trying for a slightly unstable character consenting to | |
| be ordered around only because her goals happened to align with the player's. | |
| As an experiment in this, I'm not sure Primrose Path was especially successful, | |
| but I still find the idea interesting; the ability to make a split like this | |
| adds a dimension that as far as I know is totally unique to the IF medium. Even | |
| though it's been explored more thoroughly then I realized at the start of the | |
| writing process, I think there remains a lot that could be done with it. | |
| SPAG: What was the significance of the scene inside the painting in Irene's | |
| room? It seemed to be a dead-end, and one I couldn't make head or tail out | |
| of. | |
| NB: And you're not the only one; I wince thinking about it. It came about when | |
| it came time to explain where Leo's ankh-shaped key had come from, and I thought | |
| it might be interesting to hint, just as an aside, that there was a time loop | |
| thing going on and that Matilda herself had given it to Leo's grandfather. But | |
| then I thought I'd be clever and hint that Matilda might, in fact, be Irene's | |
| mother-but yes, it was a dead end. | |
| SPAG: People have been asking, so I will too... Do all of those keys actually | |
| have a purpose? | |
| NB: Yes, indeed; they unlock the various doors in Leo's apartment. If you go to | |
| the all-white room you can use them as a shortcut to get to any of the rooms in | |
| his house-that's how Leo would have used them, at any rate. | |
| SPAG: The best moment in your game for me was the raindrop puzzle. I found | |
| it to be a moment of magic. How did that come to you? | |
| NB: I knew there was going to be a time-stop puzzle at the climactic moment, and | |
| the rain was left over from a weather system I was trying to do that proved too | |
| complicated to implement. That they happened to come together is sheer luck. | |
| Now that I think about it, there was one especially rainy weekend during the | |
| summer while my family was visiting some relatives on a lake, and while I did | |
| spend quite a bit of time writing outside then, I know that wasn't when I came | |
| up with it-I was too preoccupied by how existentially romantic it was to be | |
| writing in the rain. | |
| SPAG: Did you get a chance to play the other games from the Competition? If | |
| so, any thoughts or opinions? | |
| I did indeed. Aunts and Butlers, Floatpoint, and Legion were all high points of | |
| the comp for me, but my favorite was probably Delightful Wallpaper, which I | |
| think had a really clever way of gradually revealing its premise. There was a | |
| really great moment right after I'd begun the second half when I realized what | |
| the X ME description was hinting at - I immediately pictured the Gashlycrumb | |
| Tinies, and then I suddenly understood what "Edgar O. Weyrd" stood for. I was | |
| slightly bedazzled by the time I finished. | |
| SPAG: It must be quite gratifying as a new author to finish second in the | |
| Competition your first time up. Were you surprised at your placing? | |
| NB: It was completely unexpected. When I'd finished playing all the comp games | |
| I made a mental list of all the games I'd liked better than mine, and concluded | |
| that I would place seventh. It was a little startling to find myself listed | |
| ahead of so many excellent entries, but more than that it's been all the | |
| feedback from the community that's been extraordinarily rewarding. | |
| SPAG: Will we get more IF from you? Any projects in the works? | |
| NB:I hope so, and I do have a few different ideas I'm toying with, although | |
| working on new projects makes me feel a bit guilty at this point-I've still got | |
| several dozen things I get to fix for the next release of this one. (: | |
| =-=-=-=-=-=-=-=- | |
| Emily Short, author of "Floatpoint" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: At least at one point in the past I believe you were a graduate student | |
| studying classical culture. Is this still the case today, or have you moved | |
| on to other things in your life outside IF? | |
| EM: I finished my PhD, but I haven't left classics. | |
| SPAG: Floatpoint struck me as a somewhat different direction for you. I don't | |
| recall playing anything from you that was so unabashedly science fictional, | |
| without the fantasy elements that usually exist in your work. Can you share | |
| with us a bit about the game's inspiration? | |
| EM: Floatpoint started as a short scenario I wrote to test Inform 7 in the | |
| summer of 2004: the solarium area and the crowd behavior was written as a test | |
| of action groupings. So I had this idea of a society with extremely fussy | |
| etiquette, but I didn't want to write about a high fantasy court -- I felt I'd | |
| done enough of that kind of thing -- so I thought perhaps this might be a | |
| science fiction society, instead. | |
| Most of the remaining details I didn't make up until I had decided on the | |
| central moral problem, when I decided to finish the game. I wanted to show a | |
| society that would be both appealing and upsetting to the player, and I wanted | |
| to give them important differences in the way they look at human life, personal | |
| rights, cultural continuity, and so on. It's easy to tolerate people who have | |
| odd customary quirks; it's much harder to tolerate groups that are (in your own | |
| ethical view) committing horrible crimes. So much of the history and | |
| development of the colony was determined by those constraints. | |
| I also wanted the planet itself to be a beautiful place. In a sense, this is | |
| irrelevant to the moral dilemma because there's nothing the player character can | |
| do that will keep it habitable in the long run; but I see it as one of the | |
| unavoidable tragedies of the scenario that the colonists are going to lose this | |
| place they love, and which the player character also finds very appealing. I | |
| thought that in a quiet way this shared sense of loss might make the colonists | |
| more sympathetic. | |
| SPAG: You mentioned within the game's credits that you actually visited | |
| Hubbard Glacier in Alaska. If only we were making big money on IF and could | |
| fund such research trips out of our venture capital! But seriously, perhaps | |
| you can tell us a bit about that experience, and how it informed your | |
| depiction of the glacier that is encroaching on Aleheart in your game. | |
| EM: I hadn't started Floatpoint when I visited. I was staying with friends (both | |
| working for the park service at the time) who suggested going to see the | |
| glacier, and they told me a lot about it -- this is one of the few glaciers in | |
| the world that is growing rather than shrinking, and its movements have | |
| endangered towns and infrastructure. I found that idea fairly powerful and it | |
| later affected my ideas about what was happening to the colony. It also | |
| provided material for most of the outdoor scenery. | |
| SPAG: Floatpoint offers a wonderful sense of agency to the player. It is a | |
| truly interactive fiction, as any reasonable decision the player makes about | |
| how to deal with the people of Aleheart is provided for. In this sense | |
| Floatpoint reminded me of Slouching Towards Bedlam, a game I recall you having | |
| high praise for. Has Slouching influenced your work since its appearance a | |
| few years ago? | |
| EM: Yes, I deliberately structured Floatpoint after Slouching Towards Bedlam: I | |
| wanted to present a moral decision at the end of the game, and have everything | |
| else lead up to that point, with replays giving the player new ideas about how | |
| to solve the main problem. | |
| At the same time, some of the decisions are reactions against Slouching. I | |
| wanted to make the moral choice more realistic and also more complex: with | |
| Slouching I felt it was pretty clear what the ideal outcome was, whereas I | |
| didn't want it to be so obvious with Floatpoint. I wanted the backstory to | |
| present itself more naturally and with fewer expository dumps. I didn't want | |
| there to be any very fiddly puzzles preventing the player from engaging with the | |
| story. | |
| When I describe the process this way it sounds dry and calculated, and it | |
| wasn't, really. I struggled with the game, and changed my mind about the central | |
| choice several times. At one point it was possible to get some cheerier (but, I | |
| now think, unrealistic and over-romanticized) results out of it. The player | |
| could fix things up to get Valenti and Aylene together, for one thing, and the | |
| "let's all live together happily" endings were more positive. The current | |
| endings are among the last things written: I had the game mostly done at the | |
| beginning of September, minus some testing and structural edits, but I didn't | |
| like the endings I'd written and I hadn't even made drafts of all of them. I was | |
| convinced that, for the structure of the game to succeed, each ending had to | |
| feel like a complete and solid conclusion to the story; I spent a couple of | |
| development days wrestling them out. | |
| I'm not sure it worked as I hoped. Slouching managed to get the player to think | |
| through the problem and figure out strategies, and it doesn't present a | |
| trivially-structured endgame choice. Floatpoint is too easily played as a piece | |
| of machinery, a mechanism to spit out conclusions in which the player has no | |
| investment, and that is exactly the opposite of what I wanted (though a | |
| perfectly logical result of the design). But I was constantly trying to make | |
| sure that the game played fast enough and the player never got really stuck; | |
| that may have caused me to oversimplify the structure. Or possibly it just | |
| needed to be a much larger game than a comp entry, or... | |
| Well, anyway. Things to bear in mind for next time. | |
| SPAG: Offering multiple endings that go beyond a simple plot branch in a | |
| game's climax has to increase the development complexity of a project | |
| immensely. On top of that, Floatpoint is quite non-linear. Have you | |
| developed any special techniques to keep it all straight? | |
| EM: Actually, I'd say the structure of Floatpoint is relatively simple: there's | |
| some freedom to explore, but there isn't a huge amount the player can do that | |
| will branch the plot in any important way, and the endgame is quite | |
| straightforward. I did use Inform 7's scene mechanisms to track the plot events | |
| that can only happen once -- encounters with specific NPCs, mostly -- and that | |
| worked pretty well. But this is not one of those games I needed a big plot | |
| chart to write. | |
| SPAG: How did you come to work with Echo Chernik, creator of Floatpoint's | |
| cover art? | |
| EM: I had envisioned the colony as having a kind of art nouveau style of | |
| architecture, with strong botanical influences. So I did some web- searching for | |
| someone doing that style of work, and found Ms. Chernik. I really liked her | |
| portfolio, especially Drowned (http://echo-x.com/drowned.shtml), because it was | |
| beautiful but also a bit frightening and off-putting. What was more, she had a | |
| model that I thought would be perfect for Aylene. So I decided to see whether | |
| she'd be interested in doing the project for a price I could remotely afford, | |
| and it turned out that she was. In my (admittedly limited) experience of | |
| professional illustrators, it's possible to negotiate about the price if you are | |
| flexible about the timeframe of the project and the rights, and that turned out | |
| to be the case here. | |
| SPAG: Most of your recent works have featured a novice mode intended to help | |
| ease the new player into IF. What kind of feedback have you gotten on this? | |
| Do you feel it is helping to attract new players? | |
| EM: I've had a few established IF players tell me they thought it was a neat | |
| idea to have this kind of mechanism built in, but I don't tend to hear from | |
| newbies. I also suspect that novice-friendly features in games are not going to | |
| attract new players unless I also make an effort to attract outside attention to | |
| these works. So far I haven't done much of that. | |
| So why bother with it at all? Mostly because it's easier to build these features | |
| in at the outset than it is to retrofit them later; if it's even remotely | |
| possible I'll eventually want to enter a piece of IF into an independent games | |
| contest or something like that, it seems like a good idea writing it with a | |
| novice audience partly in mind. | |
| SPAG: Your work, perhaps more than that of any other author, has received | |
| exposure outside our little community. Galatea, for instance, has become | |
| something of a staple in books on new media theory and practice. Most | |
| recently, you had two of your works -- Galatea and Savoir Faire -- chosen for | |
| inclusion in the Electronic Literature Association's Collection Volume 1. You | |
| also seem to be making an explicit effort to reach a wider audience through | |
| efforts like the just-mentioned novice mode. Do you receive regular | |
| correspondence from those who aren't everyday IFers? | |
| EM: More like very occasional correspondence, I'd say. | |
| SPAG: Do you feel we can do more to attract them, and, if so, what? | |
| EM: Sure. It's partly a matter of making IF more accessible (interpreters | |
| easier to use, games easier to find in the archive, more attractive packaging, | |
| better built-in help and parsing) and partly a matter of actively drawing | |
| attention to it (entering it in competitions with a wider audience, finding | |
| other ways to market it). | |
| I think we are making progress on the accessibility front. I'm excited by the | |
| Treaty of Babel improvements, and the interpreters like Zoom and Spatterlight | |
| that will play many formats of games and keep track of a game library. It's | |
| easier than it used to be for authors in several systems to add typo-correction | |
| and help to their games, which may address some newbie frustrations. Incremental | |
| progress, but it adds up. | |
| It's a little less obvious where and how to promote IF. My impression is that | |
| the most successful approach is for people to introduce IF to groups they're | |
| already in touch with: Nick Montfort has done a lot to promote it in new media | |
| circles, several teachers have introduced it in their classrooms, Peter Nepstad | |
| has promoted his work to a specific niche of history buffs. There are also a few | |
| places where it's possible to submit IF and have it seen by a wider audience -- | |
| notably, the Slamdance Guerilla Game-maker Competition (with "Whom the Telling | |
| Changed" this year and "Book and Volume" for 2007). None of these are going to | |
| make IF hugely popular overnight, but they do get new people interested in the | |
| medium. | |
| I also see the use of cover art as part of this; a minor part, maybe, but my | |
| impression is that people who write blog entries or articles about IF like to | |
| have *something* they can use as a graphic. It's not as though IF tends to | |
| produce distinctive screenshots. | |
| SPAG: SPAG's readers all likely know that you have been working closely with | |
| Graham Nelson on Inform 7 since well before the public beta. What would you | |
| say the current state of Inform 7 is? Is it basically feature-complete at | |
| this point, and if so any idea when we might expect it to officially exit from | |
| beta status? | |
| EM: It's not feature-complete, no. There are several obvious things it still | |
| needs -- sound support for Glulx, better control over certain aspects of | |
| parsing, and so on -- and other things may or may not join that list. And then | |
| there are also simply a lot of bugs to be fixed. I wouldn't want to guess at an | |
| official exit date. | |
| SPAG: Any thoughts you would like to share on the rest of the field from this | |
| year's Competition? Particular favorites? Interesting trends? | |
| EM: My favorite was "Elysium Enigma", for the deft way it handles the main non- | |
| player character. And I thought it was a pretty good set overall -- not too many | |
| entries that were a total waste of time, and a number of solid, enjoyable | |
| pieces. I'm not sure general competence is the kind of trend you can spend a lot | |
| of time analyzing, but it's a positive one all the same. | |
| But then, I think it's been a good year for IF in general: I've been impressed | |
| by the number of games (some quite ambitious) released after the competition | |
| ended. That's sometimes a bit of a dead period, so it's a good sign for the | |
| community that there's a significant amount of activity still going on. | |
| 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. | |
| INJUSTICE!: AN IF COMP 2006 REVIEW PACKAGE / RANT by Valentine Kopteltsev-- | |
| [One of the truisms of each Competition is that no one ever ends up completely | |
| satisfied. Everyone always has at least one pet game that they feel deserved to | |
| fare better than it did, and at least one more they feel was totally undeserving | |
| of its placing. Indeed, my final ranking this year was quite different from the | |
| official scorecard. Valentine below expresses some of the frustration we all | |
| feel each year after reading the results. I hope authors and players will take | |
| it in the spirit it is intended -- i.e., I've been there! -- rather than as a | |
| slight on the perfectly worthy games that DID win. Continue reading this issue | |
| for a counterpoint review of Floatpoint by DJ Hastings, and if you disagree with | |
| Valentine's assessments of The Elysium Enigma and Tales of the Traveling | |
| Swordsman, well, why not submit a review of your own for next issue? --JM]. | |
| From: Valentine Kopteltsev <uux SP@G mail.ru> | |
| NAME: The Elysium Enigma | |
| AUTHOR: Eric Eve | |
| EMAIL: eric.eve SP@G hmc.ox.ac.uk | |
| DATE: 2006 | |
| PARSER: TADS 3 | |
| AVAILABILITY: Freeware | |
| URL: http://www.ifarchive.org/indexes/if- | |
| archive/games/competition2006/tads3/elysium/elysium.t3 | |
| NAME: Floatpoint | |
| AUTHOR: Emily Short | |
| EMAIL: emshort SP@G mindspring.com | |
| DATE: 2006 | |
| PARSER: Inform 7/Glulx | |
| AVAILABILITY: Freeware | |
| URL: http://www.ifarchive.org/indexes/if- | |
| archive/games/competition2006/glulx/floatpoint/Floatpoint.zblorb | |
| NAME: Tales of the the Traveling Swordsman | |
| AUTHOR: Mike Snyder | |
| EMAIL: tales_ts SP@G hotmail.com | |
| DATE: 2006 | |
| PARSER: Hugo | |
| AVAILABILITY: Freeware | |
| URL: http://www.ifarchive.org/indexes/if- | |
| archive/games/competition2006/hugo/tales_ts/tales_ts.hex | |
| Since my first participation in IF-Comp 2000, I don't think I've ever been as | |
| disappointed by the competition outcome as this year. It wasn't just the fact | |
| that my favourite game, The Traveling Swordsman, didn't reach the podium; I can | |
| understand why The Primrose Path ended up higher than it, although this one | |
| definitely wasn't my bottle of vodka, and I'd be perfectly content if it were, | |
| say, Delightful Wallpaper, Legion, or Mobius that had beaten TTS. But the way it | |
| turned out it just doesn't seem right to me. I really don't get it. (No, that | |
| doesn't express my frustration adequately). HECK, PEOPLE, I REALLY DON'T GET | |
| IT!!! | |
| (Calm down, Valentine, calm down...) | |
| To make my point clear, I'll try to compare the individual aspects of three | |
| games -- Floatpoint, The Elysium Enigma and, well, The Traveling Swordsman. Such | |
| an approach suggests itself especially in this case, because, with all their | |
| superficial diversity, all these works are based on essentially the same basic | |
| principles (in particular, they're all plot-oriented IF), and thus can be | |
| evaluated by similar canons. I'll try to be as objective as possible, although | |
| I'm aware it'd be a hard job to master, considering how biased I am. | |
| Since, as I said, all three works are plot-oriented IF, let's discuss the | |
| stories underlying them first. | |
| The Elysium Enigma features a spy mystery of sorts. Over the years, I've drawn | |
| up my own rule of thumb for checking whether a text adventure succeeds as a | |
| mystery: namely, trying to figure out whether its story would have worked as | |
| static fiction. Bad news for Elysium: it wouldn't. My main complaint is, I'm | |
| confronting dummies here. To avoid spoilers, I'll just say -- any spy with a | |
| hint of professional flair and/or experience would know it's time to split | |
| before I got halfway through the game. | |
| The partial redemption could be a better development of a collateral plot branch | |
| -- namely, finding out why the Elysium people are so wary towards civilization | |
| in general, and the Empire the PC represents in particular. Unfortunately, it | |
| doesn't get much support from the direction of the game author, remaining little | |
| more than a dialog option in a conversation with a NPC. | |
| Floatpoint offers a multiple choices kind of story. You are a newly assigned | |
| Earth ambassador on a distant colony. The so-called Gift Day, a central event of | |
| the colonists' culture, lies close ahead, and you have to represent the | |
| metropolis worthily. The main things that matter are, what you wear on this | |
| occasion, and what you give as a present to the colony's envoy. | |
| The idea clearly has potential, and might have worked just great -- if it wasn't | |
| for the way the whole thing is arranged. | |
| Currently, it looks like this: somewhere in the middle of the game, the player | |
| stumbles upon an info dump telling her/him something like, "if you wear this and | |
| that, and offer that and this as a present, it'll please the colonists beyond | |
| all measure, but also will ruin your career" (well, it's probably not as blatant | |
| as that, but still pretty obvious for anyone who can put one and one together.) | |
| After you find appropriate clothing and a gift to achieve the effect you want, | |
| you're asked again, "Are you sure you want to do that? Your choice would most | |
| certainly result in your career being ruined, although the colonists would be | |
| pleased beyond all measure." After your confirmation, the game ends very soon | |
| with the message, "Wow, your choice impressed the colonists beyond all measure! | |
| Sadly, your career is ruined now." (Again, I'm exaggerating a bit, but the basic | |
| idea is reproduced pretty authentically.) | |
| Another thing about this choices business that made me distrustful: I'm told | |
| what a sophisticated symbolism is associated with the Gift Day, how meaningful | |
| the tiniest detail might be; for that, the range of clothing/gift combinations | |
| meaningful to the colonists is ridiculously limited. One could point out | |
| implementing all possible combinations would be a pain; I'd reply, that's a | |
| problem of the game author, not me. Yet, I admit -- I'm probably getting unfair | |
| here, and my aforementioned bias starts to show through. | |
| After all the plot-related contrivances of the previous two works, the story of | |
| The Traveling Swordsman may appear a pretty straightforward, predictable and | |
| even somewhat mundane fantasy stuff. It goes on this way until the final | |
| episode, which -- no, it doesn't turn everything upside down; rather, it shifts | |
| the emphases somewhat, changing the story's perspective, and allowing TTS to win | |
| the PLOT nomination cleanly. | |
| (A short diversion is needed here: it's true that the past IF-Comp will go down | |
| in history, among other things, as a competition of plot twists of varying | |
| quality. However, this fact doesn't mean that plot twists are a bad thing in | |
| themselves. In particular, the one of TTS is just great, because it's (a) fresh | |
| (original, non-overused -- pick the term that suits you best), and (b) | |
| sufficiently linked to the main action to avoid the feeling it's been forced | |
| onto the story whether it belongs there or not.) | |
| ATMOSPHERE and WRITING are categories all three games succeed very well in. It's | |
| hard to give preference to any of the works; maybe Floatpoint has a slight | |
| advantage here -- thanks to its writing's more obvious brilliance. | |
| GAMEPLAY is another aspect where each of the works reviewed goes its own way. In | |
| Elysium Enigma, for instance, you have to "run after the puzzles", because | |
| exploring on your own risk is the premise of the story. There's nothing wrong | |
| with this, and the fact the game fails as a mystery doesn't automatically mean | |
| it fails as a text adventure. One observation, though: I don't think it's | |
| possible to reach the most optimal ending within the two hours limit, except by | |
| playing directly from the hints/walkthrough. | |
| In Floatpoint, you aren't left without guidance, at least at the early stages. | |
| You even have a reminder function that tells you about the tasks pending. | |
| However, after the basic goal (preparing for Gift Day) becomes clear, you are | |
| more or less on your own. The problem is, the whole thing also gets somewhat out | |
| of balance at that point -- the paths for different clothing/gift combinations | |
| are of VERY varying difficulty; one is almost trivial, while the other requires | |
| considerable mental efforts on the player's part. And (you could have guessed it | |
| already), to check out all the major endings within the two hours limit, you'd | |
| have to play from the walkthrough. | |
| The Traveling Swordsman offers the most linear playing process of all. At every | |
| stage of the game, the player has a clear "tactical subgoal" to work on. What | |
| amazed me was the almost perfect timing: it seems the author has undertaken a | |
| thorough time-study to make sure his game was winnable within exactly two hours | |
| -- no more, no less. While I'm not inclined to penalize games for being too | |
| large for the IF-Comp, I couldn't leave such a careful pre-planning without | |
| countenance either... which automatically means winning another nomination for | |
| TTS. | |
| The CHARACTERS. Again, it's hard to decide about the winner here. Floatpoint and | |
| Traveling Swordsman employ the same approach that makes the authors' work | |
| easier: both games just restrict communication with NPCs, using more or less | |
| plausible excuses. | |
| Compared to this, Elysium seems to be the most "upright" game in this respect -- | |
| all its characters are animated richly, with a wide range of responses. However, | |
| what all this sophistication is good for if the behavior principles of the most | |
| important NPC are fundamentally wrong, based not on common sense and reality | |
| ("try to reach my goals yet slip away as soon as my opponent has enough reasons | |
| for suspecting me"), but on adventure game logic ("let him win -- at any | |
| price")! Again, it may be pointed out to me more realistic behavior patterns | |
| would be a pain to implement; and once more, I'd reply -- that's a problem of | |
| the game author, not me. Only this time, I wouldn't have the feeling of being | |
| unfair. | |
| PUZZLES clearly weren't the main priority for any of the games reviewed. Please | |
| don't misunderstand me -- all three offer enough entertainment on this point, | |
| featuring a variety of solid and fun to solve puzzles; yet, none of them can be | |
| even remotely compared to, say, Delightful Wallpaper, or Moebius. Well, plot- | |
| oriented IF is plot-oriented IF; there must be a reason for it being called this | |
| way;). | |
| MISCELLANEOUS. All three works equally prepossess the player by impeccably | |
| thorough implementation -- any player input that seems even remotely reasonable | |
| in a given situation produces an appropriate response. | |
| This also is the only category Elysium Enigma and Floatpoint offer something TTS | |
| doesn't: namely, gadgets fun to fiddle with. | |
| However, Floatpoint receives a portion of frowns here, as well -- for a couple | |
| of bugs, one having to do with the scene change machinery getting stuck, and one | |
| with an NPC cut-scene breaking out like a bolt from the blue in a situation it | |
| clearly hasn't been intended to. | |
| The conclusions. The only point Elysium Enigma and Floatpoint have an | |
| unquestionable advantage over their less successful competitor is the one | |
| considering gadgets fun to play, which seems a bit meager. | |
| Well, again, please don't get me wrong: I'm not saying EE or FP are bad -- on | |
| the contrary, they're both excellent games. Neither do I contend TTS is the best | |
| IF-work ever written -- in fact, in some respects it is inferior, say, to | |
| Distress, Mike Snyder's entry in the previous year's Comp. However, of the three | |
| games, The Traveling Swordsman does the best job in mastering the most crucial | |
| aspects of the IF trade (and demonstrating a good school) than the others. Sure, | |
| the drik in Elysium Enigma and the communication terminal in Floatpoint were | |
| great toys, but the idea of them being primary factors for game ranking, | |
| outweighing even things like a more convincing plot, and a better balanced | |
| gameplay, just doesn't seem right to me. | |
| And one final gripe: in many fields of industry, we currently have a situation | |
| where secondary "whistles and bells", as well as good promotion are more | |
| important for the market success of a product than the quality of the functions | |
| this product originally has been designed for. I honestly hope IF won't follow | |
| this trend. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: David Jones <drj SP@G pobox.com> | |
| TITLE: The Apocalypse Clock | |
| AUTHOR: GlorbWare | |
| E-MAIL: Jfs928 SP@G aol.com | |
| DATE: October 1, 2006 | |
| PARSER: Inform 6 standard | |
| SUPPORTS: Z-code | |
| AVAILABLITY: freeware; IF-Archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2006/zcode/apocalypse/apocalypse.z5 | |
| VERSION: Release 1 / Serial number 060801 / Inform v6.31 Library 6/11 S | |
| The blurb that came with the competition release of this game goes "You must | |
| stop the end of the world. Your tools in this task: A crayon and a cat." You | |
| can tell that we're not dealing with a serious work. It starts with 3 boxed | |
| quotes. A little over the top, but given the humor in the rest of the game, | |
| it's probably intentional. | |
| The PC is a lazy wastrel, labeled by others as being paranoid for building an | |
| Apocalypse Clock. One day the clock goes off, indicating impending apocalypse | |
| and thus the adventure begins. As the narrator puts it: "It looks like you'll | |
| have to pull a Duke Nukem and stop the end of the world." | |
| "Your Bedroom". I rarely find this a good location from which to start a text | |
| adventure. There are spelling mistakes in the opening text which are probably | |
| not deliberate. There are a few more punctuation mistakes, includes the classic | |
| its/it's confusion, but I found it easy to avert my gaze around them. For some | |
| reason the entire game is in a fixed pitch font. I had to read other people's | |
| reviews to spot this; it looks just fine in my Spatterlight set up (Monaco 11) | |
| and I'm used to staring at fixed pitch fonts all day. | |
| Once the surface issues had worn off I found the writing funny, self- | |
| referential, and irreverent. X ME gives the knowing response: 'You're just | |
| your normal self, "as good-looking as ever", as they say.' Its sarcasm could | |
| perhaps put a lot of people off, but I found it genuinely amusing. It's pretty | |
| much the only reason I'm reviewing the game. Without its witty writing we would | |
| have nothing but a carcass of game, for the mechanics of the game are very poor. | |
| Only the very bare minimum of objects are implemented: scenery implied or | |
| mentioned in room descriptions will rarely be present. | |
| A typical example (from the opening): | |
| Your Bedroom (on your bed) | |
| You survey your small bedroom. To be frank, it's messy. Your clothes hang in | |
| strange places. The carpet is stained with unidentifiable substances. The | |
| wallpaper is faded and tacky, the bed is falling apart, and the drywall is | |
| crumbly and, inexplicably, rusty, but it's home. | |
| >> x bed | |
| You look at your awful bed. It's falling apart and kinda smelly, and seems to be | |
| upholstered with a towel. | |
| The Apocalypse Clock reads 00:00:00:59. | |
| >> smell bed | |
| You smell nothing unexpected. | |
| The Apocalypse Clock reads 00:00:00:58. | |
| >> x drywall | |
| You can't see any such thing. | |
| As well as the bed's smell and the drywall not being implemented, you can see | |
| from that transcript that the Apocalypse Clock counts down. Yes, a timed | |
| puzzle; you have about 60 turns to play the entire game. That immediately tells | |
| you that The Apocalypse Clock is not a long game, and it isn't. It's also quite | |
| a big hint that you'd better not hang around doing things like scraping the | |
| inexplicable rust off the non-existent drywall just in case you need a source of | |
| iron oxide later. You don't. Timed puzzles aren't popular, but in this case it | |
| seems pretty fair. It's the game's key device to add tension, you know about it | |
| right from the beginning, and it's an overarching time constraint, not one that | |
| is used to make a particularly annoying timed puzzle. | |
| Note that this is not a one-room game; this might not be obvious from the | |
| description of the first room. The exit out of Your Bedroom isn't described; | |
| that's a bug, and is frankly typical of the attention paid to describing and | |
| implementing the geography. You simply have to use trial and error to guess | |
| your way out of the first location. You probably ought to look around for some | |
| completely unclued and crucial objects as well, because you won't be able to | |
| return to get them due to what is probably an accidental one-way link between | |
| the living room and a secret location that you discover. Later on you'll | |
| probably discover that the front door is mentioned but doesn't exist; ENTER | |
| PICTURE inexplicably garners the response "You bump into your front door." | |
| Personally, I didn't find any of these defects a real problem in my playthrough | |
| for the competition though I can see that it would cause others to more or less | |
| immediately throw the game in the bin. Persevere and you'll discover how to use | |
| an aging computer to activate a door that is simply totally undescribed, no | |
| description of the door appears whatsoever. | |
| The game hasn't been beta-tested and it shows. Deviate from the author's | |
| clearly intended (narrow) path and you'll discover bugs, unimplemented things, | |
| and more bugs. Almost any puzzle in the game can be solved "in the wrong | |
| order", usually with disastrous results. A typical example involves Sara (your | |
| cat, more on her later) who starts the game in your inventory. Now, you're | |
| clearly not supposed to be able to relinquish Sara, but you can, and if you do, | |
| then she still speaks to you later on. | |
| Sara is the game's principal NPC. She's your cat; you're compelled to carry her | |
| round to save her from the apocalypse. She talks, with a very bad cockney | |
| accent. She's the highlight of the show. The opposition between the player and | |
| Sara provides much of the humor. Much of the time Sara, like most cats, is | |
| content to sleep, but she'll occasionally inject some sarcasm such as "Oh, I see | |
| you've discovered the secre' tunnel I built some years ago." It's a bit of a | |
| toss up to decide whether Sara or the narrator is the most sarcastic. The rest | |
| of the humor is a mixture of the slightly surreal (the "inexplicably rusty | |
| drywall"; later in a different location: "its walls gleam with some sort of | |
| creepy moisture, with frayed wiring hanging from the ceiling like spooky, nasty- | |
| smelling vines."), fourth wall breakers (examples of which would probably | |
| spoil), and what I suppose a literary critic would call the narrator's interior | |
| monologue (just after a PC is becomes inoperable: "Goodbye, noble computer. Your | |
| memory will keep going, and going, and going."). | |
| I feel that if you can somehow see past the unpolished writing, the under- | |
| implemented features, the badly implemented features, the almost tediously | |
| simple and cliched puzzles - if you can somehow see past all that then there's | |
| the kernel of amusing, witty, creative, small, game here. Humor is always | |
| tricky, but I find the author's style pretty funny. The writing is raw, and it | |
| could definitely do with a steadying influence from time to time. Beta-testing, | |
| really any sort of testing, would definitely be an improvement. Almost anywhere | |
| that code comes into play (puzzles; rules for not being to drop Sara; doors with | |
| special opening requirements) the player can poke around and cause things to | |
| fall over. You'll probably do it accidentally. It doesn't indicate lack of | |
| testing so much as a complete inability to imagine that player might do anything | |
| other than type in the walkthrough. The crayon mentioned in the blurb never | |
| appears; a pencil is used instead. | |
| It placed 31st (out of 43). I scored it 7. | |
| I would be very intrigued to see the author produce a work with more craft | |
| applied to it, I feel there's a raw wit and imagination that could be | |
| successfully harnessed. Please let's have Sara the cat in the next game too. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Valentine Kopteltsev <uux SP@G mail.ru> | |
| TITLE: Aunts and Butlers | |
| AUTHOR: Robin Johnson | |
| E-MAIL: rj SP@G robinjohnson.f9.co.uk | |
| DATE: October 1, 2006 | |
| PARSER: Non-standard | |
| SUPPORTS: Web-Browsers | |
| AVAILABILITY: Freeware | |
| URL: http://www.ifarchive.org/indexes/if- | |
| archive/games/competition2006/web/auntsandbutlers.html | |
| VERSION: - | |
| (The reader should be informed beforehand that all my oh-so-clever insinuations | |
| following came to me as an afterthought. While actually playing A&B, I was just | |
| enjoying the ride for the most part, never being distracted by secondary | |
| ponderings.) | |
| The game has (and the author's blurb for it seems to endorse it) an unmistakable | |
| P. G. Woodhouse-feel (reminding of the Jeeves and Wooster series in particular), | |
| but as I thought about it more closely, I realized it wasn't *that* Woodhouse- | |
| like at all. | |
| Why do I think so? Well, remember the original novels: Wooster appears before us | |
| not just as a mere blunderer (although this part of his nature usually plays a | |
| major role in the story) but also as the nobility in the flesh, a person who | |
| very rarely, if at all, pursues one's own ends, and who's ready to risk his own | |
| reputation to help out his friend (well, actually, the choice is made for him in | |
| most cases, but that's another thing). | |
| In Aunts and Butlers, however, we find an entirely different kind of person as a | |
| protagonist: a very purposeful man who not only knows what he wants, but is also | |
| capable of acting pretty mean at times to reach his goals. If anything, A&B | |
| represents a post-Woodhouse setting, where most of Wooster's fortune has | |
| trickled away through his fingers (which seems pretty realistic, since he's | |
| never been a man too concerned about his revenues, to put it mildly), carrying | |
| away most of his aristocratic scruples and complications, and replacing them | |
| with healthy cynicism in the process. This personality change did him good in | |
| the long run -- by the end of the story, our hero not only gains his wealth | |
| back, but also acquires something the original Wooster never could even dream | |
| of; I mean the esteem of his valet, who stops treating his master as a mix of a | |
| child to be nursed and a marionette to be manipulated, and begins to see him as | |
| an equal partner (granted, the last one is my assumption, but it's more or less | |
| implied by the game). | |
| If I were the game author, I'd provide A&B with the subtitle "Revenge of Bertie | |
| Wooster", because the protagonist really pays back the people who's been | |
| torturing him in the original Woodhouse novels. The only thing I missed in this | |
| respect in the game was a nasty prank on Bingo Little (you know, something like | |
| sending him down a smelly trash chute to the feet of his oblivious wife and | |
| uncle.) | |
| If you aren't as much a fan of P. G. Woodhouse as I am, you'll probably see | |
| Aunts and Butlers just as a light-hearted, not too deep work with an | |
| unproblematic gameplay, good enough to while away an hour or so. It has a slight | |
| general adventuring frosting, which isn't necessarily needed and could be | |
| removed without anybody missing it, yet, on the other hand, it doesn't hamper | |
| the game, either. Isn't this worth a rating of at least 6 points? Sure it is. | |
| There's one more thing, though: A&B hasn't been created with one of the major | |
| IF-development systems -- instead, the author employed JavaScript. In itself, | |
| this isn't such a rare thing; it's the surprisingly good parser that makes it | |
| practically unique. You couldn't find any complaints about it in my review, | |
| could you? That's because it's really on a par with the needs and expectations | |
| of the modern text adventurer, or at least very close to that. I imagine what an | |
| awfully huge lot of work it must have taken to bring it to that quality level | |
| from scratch! Well, doesn't this extra amount of work deserve an increase of the | |
| game rating by at least one point? Sure it does -- at least as far as I'm | |
| concerned;). | |
| Competition score: 7 | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: DJ Hastings <dj.hastings SP@G wavecable.com> | |
| TITLE: Beam | |
| AUTHOR: Madrone Eddy | |
| EMAIL: pe8283 SP@G yahoo.com | |
| DATE: October 1, 2006 | |
| PARSER: Quest Standard | |
| SUPPORTS: Quest interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2006/quest/beam/Beam_1_10.cas | |
| VERSION: 1.10 | |
| Beam is the first game I've played using the Quest interpreter. Quest's | |
| interface is similar to the Adrift Runner, with the addition of a panel on the | |
| side of the screen. The panel contains lists of objects in the room and in | |
| inventory, with buttons for some common actions like "get" and "examine". | |
| There's also a panel of buttons corresponding to the standard directions. | |
| I don't know whether it's the fault of the author or the interpreter, but Beam | |
| doesn't seem to be integrated very well with this side panel. For example, some | |
| objects are mentioned in the room description but not in the object list. But | |
| you can't just ignore the list, because there are other objects that appear in | |
| the list and not in the room description. And a few objects show up both places! | |
| As a player I'd probably never use the button interface, but having a list of | |
| objects that I can interact with could be handy- if I could trust it. But I | |
| can't, and so I have to examine everything in the room description *and* keep an | |
| eye on the object list. Instead of saving me time, the object list is wasting | |
| more of it. | |
| Another Quest feature used by Beam is the ability to have some things occur in | |
| real time. Beam includes separate hunger, thirst, and oxygen timers, all of | |
| which count down in real time, as well as a couple of doors that close | |
| automatically a few seconds after you've opened them. These doors were an | |
| irritation more than anything. Several times when I was going slowly I'd open a | |
| door only to have it close again before I had gone through it. At other times, I | |
| had to wait for a door to close after I'd gone through because I could find no | |
| way to close the door on my own. (The doors were part of an airlock, and I | |
| couldn't open both at once.) This would have worked much better for me if the | |
| doors had closed automatically when I went through, or something like that, | |
| instead of operating on timers. | |
| Beam contains a lot of empty space. In fact, there are three or four empty rooms | |
| for each interesting one! These are mostly hallways- catwalks, actually- | |
| connecting the other rooms. Now, I don't mind walking through a hallway on the | |
| way from one interesting room to another- but seven of them? That's overdoing it | |
| a bit. | |
| And even most of the interesting rooms (and by "interesting" I mean "contains | |
| something") are unnecessary to the game. In fact, beating the game only required | |
| me to enter three such rooms, along with twelve catwalks. The other rooms | |
| contain puzzles that can help satisfy the hunger and thirst timers. But since | |
| these timers are in real time, you can easily finish the game well before you | |
| starve. Since I was using the walkthrough for most of the game, I had no | |
| motivation to go solve the other puzzles. | |
| Why was I using the walkthrough? Well, I started the game by a tree, and | |
| thoroughly explored it. I could climb the tree (to several different levels) and | |
| do several things, but I couldn't figure out where to go from there. I couldn't | |
| go anywhere from the ground but up the tree, and I couldn't go anywhere from the | |
| top of the tree but back down. So eventually, I checked the walkthrough. It | |
| turned out that I needed to climb the tree and then go in. Not into a hole in | |
| the tree or something like that, but into the tree's top branches! This is not | |
| at all an intuitive thing to try, particularly since there's nothing in the text | |
| even hinting at the proper action, but that's not the worst of it. Remember the | |
| button panel with the various directions? Well, a button is only enabled if you | |
| can go in that direction, so the panel acts as a quick exits list. But from the | |
| top of the tree, the "in" button is *disabled*. In other words, the game | |
| interface told me that I couldn't go in when I really could! This destroyed my | |
| faith that the game was going to play fair with me, so I used the walkthrough | |
| heavily from that point on. | |
| Those were the worst problems that I ran into, but there were also some bugs, a | |
| bunch of unimplemented stuff, and some disambiguation problems. (At one point I | |
| typed "pull lever", and the game responded "You don't see a doorknob.") | |
| As far as I remember, the writing was free of errors. (I couldn't save a | |
| transcript in Quest, so I can't be sure that there weren't *any* mistakes, but | |
| I'd remember it if there were many.) And most of the game was clear about where | |
| I could go and what I could interact with. I did have one problem with the room | |
| descriptions, though: I was never told where my current location was in the "big | |
| picture." For example, most of the game takes place on a network of catwalks. | |
| But I didn't know whether these were suspended in midair in a big warehouse, | |
| running through narrow underground tunnels, or balanced on a table in a giant's | |
| laboratory. (This last one was my original guess, but eventually I found out | |
| that I was wrong.) The lack of context made the game feel extremely artificial | |
| and... well, bland. | |
| And that's a pity, because the setting could have been made very interesting. In | |
| fact, I personally thought that the game's setup was its strongest point. It's | |
| an interesting idea that I liked, and could have made for a good game. | |
| Unfortunately, the author didn't go anywhere with it, and I didn't even get to | |
| find out about it until the game was over. | |
| I also liked some of the other ideas in the game, particularly the initial | |
| puzzle of figuring out where you are. I had problems with it (like the tree | |
| mentioned above), so it didn't actually work for me, but I still think the idea | |
| is a good one. | |
| Unfortunately, the game's good ideas were overwhelmed by its poor | |
| implementation, and I have to advise skipping it. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: DJ Hastings <dj.hastings SP@G wavecable.com> | |
| TITLE: Delightful Wallpaper | |
| AUTHOR: Andrew Plotkin | |
| EMAIL: erkyrath SP@G eblong.com | |
| DATE: October 1, 2006 | |
| PARSER: Inform 7 | |
| SUPPORTS: Z-code interpreters with blorb support | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/zcode/Wallpaper.zblorb | |
| VERSION: Release 4 | |
| Delightful Wallpaper divides neatly into two main puzzles. Since these are very | |
| different from each other and almost unrelated, I'm going to discuss them | |
| separately. | |
| THE LOGIC MAZE | |
| The first puzzle is a kind of maze, although more like Robert Abbott's "logic | |
| mazes" than the twisty little variety that everyone seems to hate. You start | |
| exploring a small mansion, but you lack the ability to do anything but walk | |
| around. As you move around, though, the mansion reacts in predictable ways. For | |
| example, walking through one doorway may open a door elsewhere, entering a room | |
| might change the direction of a one way door- that sort of thing. | |
| To put it briefly, I loved this puzzle. The mansion opens up a little bit at a | |
| time as you play. Manipulating the mansion properly will allow you to reach a | |
| new area, which you can use to manipulate another bit of the mansion, which will | |
| allow you to reach another new area... and it keeps going on like that until | |
| you've explored the entire place. You always have either a new room to visit or | |
| a new thing to play with. This pacing kept me interested and engaged through the | |
| entire puzzle. | |
| There are a few places where I might have become bored trying to figure out | |
| exactly what had happened after I'd triggered some change in the mansion. But | |
| this problem was avoided by my notebook, where "I" kept notes of all the things | |
| that affected the mansion and, once I happened upon them, what the effects were. | |
| And even if *I* didn't notice a change, the *PC* would notice and jot it down, | |
| so when I checked the notebook I'd see what was going on. This kept me from ever | |
| getting stuck for long, and so I never did get bored or frustrated with the game | |
| during this puzzle. | |
| In case I haven't made myself clear: this was my favorite puzzle of the entire | |
| competition. | |
| THE "INTENTIONS" PUZZLE | |
| Partway through the maze part of the game, I made the note: "If this keeps up, | |
| I'll love the game." | |
| Sadly, "this" didn't keep up. | |
| The second puzzle is a good idea, but it just didn't work like the first one | |
| did. For this part of the game, the mansion has been populated with characters | |
| for a murder mystery. As you move about, you see notes like "Mr. P__ will pass | |
| through the room, carrying a tray of drinks." You will also collect "intentions" | |
| and use them in various places, modifying what the characters will do. The idea | |
| is that adding intentions in various ways will change the things that will go on | |
| in the other rooms, allowing you to further manipulate the characters. | |
| I like the idea. It could be really interesting trying to arrange intentions in | |
| the proper order to make things come out "right," like the puzzle in "Lock and | |
| Key". There are two problems, though. First, there is a single right use for | |
| each intent, and you can tell from your notes whether you've got it right or | |
| not. Thus, there's no need to think carefully about how the intents will affect | |
| each other, because you can deal with them one at a time. | |
| The second problem is that it's not at all clear how exactly the intents will | |
| work until you get it right. So my procedure for solving the puzzle was to find | |
| an intent, make a guess as to where it might be used, go there and try using it | |
| randomly until something fit, and repeat. This did not make for a satisfying | |
| puzzle. | |
| [EDIT: It turns out that I was mistaken about there being a single right use for | |
| each intent. The author informs me that there are multiple uses for many of the | |
| intents that can lead to a winning solution. I just didn't run into them, or | |
| else didn't realize that they weren't dead ends. So if you take the time to | |
| experiment instead of playing from the notes, this is probably a much more | |
| interesting puzzle. -DJ] | |
| MISCELANEOUS AND CONCLUSION | |
| A few other miscellaneous things: There are quite a few unimplemented things | |
| that should be, such as the walls. Given the game's title, I really should be | |
| able to look at them. The setup and story never really get explained; I still | |
| don't know what's going on. And the second part of the game contained some | |
| innuendo, which detracted from the game for me and could have been done without, | |
| and a lot of murders, which I didn't mind but you may want to be aware of, | |
| particularly if kids might be playing the game. (I treated the innuendo like I | |
| do bad language, and docked a point from my comp rating for the game.) Finally, | |
| it would have made things easier for me if I could have just typed "notes" to | |
| look at my notepad. | |
| My recommendation: Get this game, and just play the first half. (That's until | |
| you use the first intention.) That half of the game is well designed and well | |
| worth your time. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Felix Plesoianu <felixp7 SP@G yahoo.com> | |
| TITLE: Ekphrasis | |
| AUTHOR: JB Ferrant | |
| EMAIL: lejibe SP@G gmail.com | |
| DATE: November 27, 2006 | |
| PARSER: Inform 6 French edition | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: freeware; author's website | |
| URL: http://ginko968.free.fr/jeux/ekphrasis.htm | |
| VERSION: First release | |
| Once in a while I get my hands on a game that is unusual in so many ways I don't | |
| even know where to start. You know, the kind that doesn't seem to hold much | |
| promise at first, but then you notice this nice feature, and that one, and you | |
| want to play just a little further before going to bed... you're charmed. | |
| To get one thing out of the way, Ekphrasis is written in French. If you speak | |
| the language but haven't played a French text adventure before, don't worry. | |
| Most commands are what you'd expect, shortcuts included (such as 'x' for | |
| 'examiner'). You can even go west by typing 'w', something I did without even | |
| thinking about it. Be sure to type 'aide' at the beginning; it will point out a | |
| less obvious command that happens to be used a lot during the game. | |
| The story is reminiscent of an old stylish detective movie. A particular | |
| Renaissance painting appears to have been stolen and replaced with a copy. | |
| You've been called to evaluate it, but things are a lot more complicated than | |
| they first seem. Being a cranky old professor with a distaste for modern | |
| technology doesn't help either. If you're expecting humor, you won't be | |
| disappointed. I haven't had such a laugh since Dutch Dapper IV. | |
| The gameplay is neatly divided between interactive scenes and "talk to"- | |
| triggered dialogues. The former are short and focused, usually one or two | |
| locations with a handful of items and NPCs and a clear goal; the latter are | |
| long-ish but charming, and do a great job of portraying the characters. | |
| Otherwise there isn't much in the way of literary style. Ekphrasis relies on | |
| pictures - otherwise beautiful - to describe the locations. Too bad it also | |
| relies on pictures for essential information such as phone numbers, which really | |
| should stay in the text. Be sure to keep the walkthrough at hand. | |
| One thing the game is particularly good at is feeling natural. Most locations | |
| are famous spots in Europe; the NPCs and situations are what you'd expect to | |
| find there. Even the maze towards the end (yes, there's a maze!) is perfectly | |
| justified, and not all that complicated. The NPCs, though unhelpful, are at | |
| least pro-active, often starting conversations on their own. Puzzles are | |
| generally logical, but they sometimes require perfect timing and/or performing a | |
| precise sequence of steps which may not be so obvious. Add to that my abysmal | |
| puzzle-solving skills and the sheer length of the game and you'll see why I | |
| ended up following the walkthrough a lot. Except, of course, when following it a | |
| la lettre led to an untimely death. Oh well, it's a big game. Things can easily | |
| go out of sync. | |
| Speaking of size, Ekphrasis is too large for its own good. I spent more than ten | |
| hours on the game, or so I think, because I lost count with all the loading and | |
| saving. Apparently, so did the author. Most of the scenery is not implemented, | |
| not even as a "you don't need that" message. A lot of synonyms are missing in | |
| action as well, which can become quite a problem when the game fails to | |
| recognize a noun from its own room descriptions. There's also a good deal of | |
| "read the author's mind" towards the end. I suppose it's difficult to explain | |
| everything when you write such a big game all by yourself. And despite the | |
| author's assurances that specialist knowledge is not required to win, there were | |
| a couple of spots when even Wikipedia couldn't help me. | |
| All in all, the game kept me interested to the end despite all the annoyances. | |
| Fun, education, suspense and even romance - Ekphrasis has them all, so allow me | |
| to conclude as a Frenchman would: chapeau! | |
| P.S. I was unable to hear the sound for technical reasons, so I can't make any | |
| comments about it; my apologies to everyone interested. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Harris <M.Harris SP@G spi-bpo.com> | |
| TITLE: An Escape to Remember | |
| AUTHOR: The 2nd IF Whispers Team | |
| EMAIL: dbs SP@G cs.wisc.edu | |
| DATE: July, 2006 | |
| PARSER: Inform 7 | |
| AVAILABILITY: Freeware; IF-Archive | |
| URL: http://www.drizzle.com/~dans/if/ifw2/ | |
| VERSION: 1 | |
| An Escape to Remember is a "Chinese Whispers / Telephone" style interactive | |
| piece, written by 14 different authors each of whom only saw the preceding | |
| section of the game. Needless to say, this makes for a very schizophrenic story | |
| line. That said, and perhaps in spite of itself, it's quite fun to play. | |
| The story starts out with a timed puzzle with a sort of secret agent / escape | |
| from a locked room premise and ultimately morphs into a surreal, almost Roger | |
| Zelazny finish. In turns it's easy, difficult, serious, silly, well written, | |
| juvenile, buggy and error free. | |
| Unless I'm mistaken at least some of the authors fudged the premise. There's a | |
| segment about mid-game that incorporates a return to a much earlier module, many | |
| sections are seamless enough that the transitions between what in retrospect are | |
| probably multiple authors is not obvious, and some puzzles incorporated a | |
| similar style of solution that charitably might be dismissed as inherent to the | |
| insular nature of IF but which in reality likely came from some "against the | |
| rules" cribbing. To be fair, I suppose that this could also be attributed to | |
| some clean-up after the fact to improve playability. | |
| I did run into some trouble in the earliest part of the game, before I | |
| understood that objects collected in a previous module could be employed in the | |
| subsequent one. Of course, I then had the PC toting a huge number of red | |
| herrings from module to module, not wanting to drop the ones I (correctly) | |
| suspected as useless out of apprehension that I would not be able to backtrack | |
| and collect them had they been needed. | |
| The best puzzles required some thought, several objects and multiple steps taken | |
| in the correct order to solve. Others were almost irritatingly easy, leaving | |
| only the most obvious course of action as a solution. The modules involving | |
| them might have been more compelling and memorable had a little bit more | |
| "challenge" been built in. | |
| Players should be aware that there is one particular puzzle in about the first | |
| third of the game that, as far as I could tell, can only be solved by trial and | |
| error, with the results of an unsuccessful trial putting the game in an | |
| unwinnable state. To my way of thinking, the "Undo" or "Restore" commands have | |
| no place in the routine solving of an IF puzzle and I was more than a little bit | |
| disappointed in the author of this section for forcing this. | |
| There are some bugs. Some modules have minor, annoying but ultimately | |
| irrelevant syntax bugs. For example, the PC might run across a "Mauve Paisley | |
| Grip": | |
| > Open Mauve | |
| You can't see any such thing. | |
| > Open Paisley | |
| You can't see any such thing. | |
| > Open Grip | |
| You can't see any such thing. | |
| > Open Mauve Paisley Grip | |
| Opened. | |
| Or | |
| >Read paper | |
| Nothing is written on the paper. | |
| >X paper | |
| Written on the paper is the Gettysburg Address. | |
| The buggiest are two modules involving a subterranean railroad - I found it | |
| possible to pick up a location as though it were an object, large objects that | |
| require the PC to drop everything else in inventory can be placed inside | |
| containers and lifted without such restriction, and I was able to search the | |
| contents of a container held by an NPC before obtaining possession of the | |
| container itself. None of these bugs made the game unplayable but they're the | |
| sort of thing that should have been caught and fixed before release. I might | |
| also add that the buggy sections were redeemed at least in part by some of the | |
| best, most entertaining and richest writing of the game. | |
| Despite the inherent continuity problems in such a format I enjoyed playing An | |
| Escape to Remember. Although there were flaws there were also some good puzzles | |
| and entertaining mini-plots which definitely made play worthwhile in spite of | |
| the more uneven bits. On a scale of 1 to 10 I give it a 5.5 to 6 for difficulty | |
| and a 6.5 to 7 overall. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: DJ Hastings <dj.hastings SP@G wavecable.com> | |
| TITLE: Floatpoint | |
| AUTHOR: Emily Short | |
| EMAIL: emshort SP@G mindspring.com | |
| DATE: October 1, 2006 | |
| PARSER: Inform 7 | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2006/glulx/floatpoint/Floatpoint.zblorb | |
| VERSION: Release 1 | |
| Floatpoint is about a planet populated by genetically-engineered humans who want | |
| to come back to earth, or something like that. I don't remember exactly because, | |
| frankly, I didn't care. The author never made me feel like the things I was | |
| doing or the situation itself really mattered. This seems strange, because the | |
| whole point of the game is to figure out what's going on and decide what to do | |
| about it. But while I was certainly interested in the game as a puzzle, I ended | |
| up not caring about it as a story. | |
| The writing is good, although some of the descriptions were a bit long-winded | |
| for my tastes. I was probably playing just before bed, though, so that might | |
| have made me less patient with the descriptions than I otherwise would have | |
| been. The game could also have used a little more technical work. I ran into a | |
| few bugs and unimplemented things, and the whole game ran really slowly, with | |
| long pauses after each command. None of these things were a big deal- I even got | |
| used to the pauses after a while- but they made the game feel unpolished. | |
| Although I didn't like the game all that much, there was one aspect I really did | |
| like. Floatpoint used two devices to help communicate the story, and both of | |
| them worked well for me. They were a message system used to communicate with | |
| some distant NPCs, and a computer database containing information from your | |
| predecessor. | |
| The message system involves a console in the "communications room" and a beeper | |
| that you carry around with you. When someone sends you a message, your beeper | |
| alerts you to the fact. You can then go to the communications room and use the | |
| console to read and reply to any messages that you've received. The replies are | |
| written automatically; you only choose whether or not to send them. Often, you | |
| will get a response to your reply a while after you send it, so you end up | |
| engaging in some good sized conversations this way. | |
| These messages arrive every so often through most of the game, and that's what I | |
| really liked about the system. For one thing, the "message waiting" beeper | |
| pleasantly interrupted my other exploration, breaking up what might have become | |
| monotonous otherwise. And I found that I anticipated the answers to my messages | |
| in the same way that I anticipate an email from someone, which added to the fun | |
| of reading them when they finally arrived. The message system did a good job of | |
| keeping me engaged with the game. | |
| The other device that I enjoyed playing with was a computer database in which I | |
| could look up journal entries from one of the NPCs and information about the | |
| game's background. This is surprising, because normally I *hate* consultable | |
| objects in adventure games. It feels like I'm playing guess-the-noun, and I'm | |
| always afraid that I've missed a noun that was important. (And often I'm right.) | |
| But the database in Floatpoint avoids this problem in two related ways: most | |
| keywords will bring up multiple articles, and most articles have multiple | |
| keywords attached to them. The first is nice because you can look up a person's | |
| name (for example) and see everything in the database related to them. Then, if | |
| one of the articles that comes up mentions something else interesting that's | |
| related to the character, you can look that up and see what the database has to | |
| say about it. I had a lot of fun searching through the database this way. And I | |
| wasn't nearly as worried as I usually am about missing something, because with | |
| multiple keywords for each article, I figured I was pretty sure to run into any | |
| important ones eventually. (And in fact I did.) To me, playing with the database | |
| was the best part of the whole game. | |
| Even though I didn't care for the story, Floatpoint was worthwhile just to play | |
| with these toys. And hey, you might like the story better than I did. So if you | |
| have any taste for story-driven IF, I'd certainly recommend taking a look at | |
| this game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Kent Corall <silver_raditz SP@G yahoo.com> | |
| TITLE: Game Producer! | |
| AUTHOR: Jason Bergman | |
| E-MAIL: loonyjason SP@G gmail.com | |
| DATE: October 1, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-Code interpreters | |
| Availability: freeware; IF-Archive | |
| URL: http://www.ifarchive.org/if- | |
| archive/games/competition2006/zcode/producer/producer.z5 | |
| Version: 1 | |
| As the Interactive Fiction community continues to grow, we head further away | |
| from the puzzle-driven dungeon crawls and more into genre-scattered stories, the | |
| occasional pioneering gem will surface for all to enjoy. | |
| The much underrated Game Producer! shouldn't be judged on it's highly exictable | |
| and hobby categorized name, but rather the high quality of the game. | |
| One of the most notable features of GP! is it's time feature, which is integral | |
| to the story. Depending on whether you choose an easy, medium, or hard mode | |
| (which is geniously integrated into the story via dream sequence), you wake up | |
| at a certain time. Then, as you reach your company, you can use three different | |
| energy sources to keep you awake. Using Orange Juice requires the most frequent | |
| refills to keep you running, but time goes by slower. The energy drink is the | |
| exact opposite, with very little need to refill but makes time go by at an | |
| alarming pace. Coffee is a nice mediator between these two extremes, and is | |
| easily the most recommendable. | |
| When you first reach your store, you have a meeting with the "Big Man", or the | |
| boss of your game company. Here, you learn that you have one of three video | |
| games (It's randomly generated, but the game remains the same. Just name | |
| changes.) to complete and ship before midnight. With that, you leave his office | |
| and take the game head-on. | |
| GP! has certain goals that you need to meet, but does not dictate in which order | |
| you do them, although there are a few time-specific events (such as the video | |
| game journalist arriving at 4:00 PM). The two puzzles in the game are small and | |
| easily solvable, yet are still pleasant to play. Basically, you play as Mr. Fix | |
| -It who needs to solve everyone's problems so they can do their jobs, such as | |
| helping the Steve from the QA Pit fix the overheated server. | |
| Although the game is timed, Easy Mode allows for a very leisurely pace (which, | |
| for thrill-seekers, can turn into Hell if you play Hard first time around). The | |
| world is small but nicely detailed, with a few little jokes hidden within (such | |
| as a calculator that has 1337 on it), but mostly straight-forward. A nice | |
| addition is the video game journalist's notepad that can be read, which involves | |
| a couple video game jokes. Or you can be more productive and test your game for | |
| bugs (in which there are quite a few), but this adds up to quite a bit of time. | |
| GP! also has a dynamic ending. Even if you finished the game with shining stars | |
| with every thing maxed out, your game can still flop. Bergman claims this is a | |
| rare ending, but I got it on my first try. Fortunately, you can just undo that | |
| until you get a satisfactory ending. Similarly, if you create a monstrosity of a | |
| video game, the sales will reflect and so will the Boss's reaction. The only | |
| complaint about the ending is that the action you have to commit to end the game | |
| isn't very obvious, so I had to consult the walkthrough on that one. | |
| Yet GP! is not perfect, mainly because of its boring NPCs. The video game | |
| journalist is a one-dimensional jerk, whereas Steve doesn't even have a | |
| personality. The characters serve mostly as tools to further his purposes, so | |
| you don't really walk away attached to any character, even the PC. | |
| Although a couple quirks exist such as small gender-specific events (there are | |
| only two minor instances, though, and these have the same affect as the other | |
| gender's event) exist, the game is fairly linear, and once the game has been | |
| satisfactorily beaten, the game brings little replay value. Yet while you do | |
| play it, it'll be an extremely fun endeavor. It's a shame this thing only | |
| reached number twelve in the IF Comp. The author shows much promise, so I'll | |
| look forward to any future works. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Paul Lee <bainespal SP@G yahoo.com> | |
| TITLE: Green Falls | |
| AUTHOR: Paul Panks (writing as Dunric) | |
| E-MAIL: dunric SP@G yahoo.com | |
| DATE: October 1, 2006 | |
| PARSER: Custom | |
| Supports: DOS/Windows | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://www.ifarchive.org/if- | |
| archive/games/competition2006/windows/greenfl/greenfl.exe | |
| Version: 1 | |
| Despite being simple in every respect of the word, I rather enjoyed this small | |
| adventure and role-playing game. Although "Green Falls" features a bare, | |
| cliched plotline, the hack-and-slash combat and simple adventure-quest feel work | |
| in this game better than in most like it, due in part to many of the room | |
| descriptions which say a lot in few words and paint a vivid picture. | |
| Additionally, the map is well laid out, and the geography gives the impression | |
| of a vast area without many locations. | |
| Having said this, the game has a number of problems that cause frustration and | |
| make it more difficult to appreciate. First off, the parser is weak; "take" | |
| cannot even be used as a synonym for "get." Not only is the concept of the game | |
| simple, but its mechanics are often obtrusively undeveloped and under-prepared. | |
| Cases in point: at one occasion the game told me that I could see "a(n) | |
| gauntlets," and armor can be covering more than one hundred percent of your | |
| body. As mentioned above, the room descriptions are typically good, but | |
| sometimes they are illogical, such as one description which mentions "useful | |
| items" that are unimplemented or another that has dialogue in the description. | |
| In fact, no objects not listed after the room description are implemented at | |
| all, I believe, though that one case was directly misleading. Also, at times | |
| the text breaks at the end of a line in mid-word, which is jarring regardless of | |
| the fact that usually there are nice margins. | |
| The main point of the game (outside of the objective of the player given in the | |
| shallow back story) is to kill monsters and find better armor and weapons, | |
| something that probably turns many people off immediately. However, the | |
| monsters and the pieces of armor are distributed well, so that you will probably | |
| become just strong enough to slay the last big bad beastie by the time you reach | |
| the concluding part of the game. There are no major puzzles outside of monster | |
| bashing, but exploring different regions after you've increased your might is a | |
| kind of puzzle itself, and if you are not careful in your approach, you will | |
| find yourself getting killed more often then not to great frustration, as I did | |
| the first time I played. If you cannot reconcile yourself to the kind of game | |
| that "Green Falls" is, you will almost certainly find it not worth your time. | |
| If on the other hand you can, I would say that the good layout of content and | |
| vivid room descriptions make it good enough to give a try despite its problems. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Harris <M.Harris SP@G spi-bpo.com> | |
| TITLE: The Journey of the King | |
| AUTHOR: Peter Nepstad | |
| EMAIL: petern SP@G illuminatedlantern.com | |
| DATE: November 26, 2006 | |
| PARSER: TADS 2 | |
| AVAILABILITY: Freeware | |
| URL: http://www.illuminatedlantern.com/if/games/the_journey_of_the_king.html | |
| Peter Nepstad has based The Journey of the King on the Lord Dunsany story of the | |
| same name, originally published in 1906. In the "About" file included with the | |
| zipped download he notes that the story is now in the public domain in the | |
| United States and helpfully includes a link to the story in the Project | |
| Gutenberg archives, http://www.gutenberg.org/etext/8183 | |
| One does not need to be familiar with the story to successfully play the game. | |
| In fact, the author's primary purpose would seem to be to familiarize those who | |
| might not know the tale nor Lord Dunsany's work in general. The titular PC | |
| talks to the NPCs in a menu-driven format, gradually and interactively telling | |
| the tale. | |
| One chooses to hear prophesies of various sages within the kingdom and finally | |
| choose among them. During the course of this one encounters some puzzles, none | |
| too difficult. It's possible to put the game in an unwinnable state by hearing | |
| the prophecies in incorrect order - or perhaps more accurately, I managed to get | |
| myself impossibly stuck a couple of times. In any case, it's not much of a | |
| hardship to restart the game and replay should this happen, if one doesn't mind | |
| verbosity. The story in this case served me well as a semi-walkthrough and | |
| hints file. | |
| The play itself is bug free, with no guess the verb problems. Indeed, beyond | |
| "TALK TO" and "EXAMINE" there's very little else to do, with only a scant | |
| handful of objects available for manipulation. | |
| If you happen to be open to appreciating Lord Dunsany's very florid 19th Century | |
| writing style you'll find the game very enjoyable and actually a rather clever | |
| way of getting painlessly through some fairly dense prose. The mood is well set | |
| and conversational menu commands, such as that to your faithful Cupbearer, e.g. | |
| "I would drink the wine of my Ancestors, so that I may feel more at ease" suit | |
| the tone of the tale. If on the other hand you prefer your PCs to be less | |
| compelled by a narrative, or prefer crisper, more modern prose you'll likely not | |
| find the game to your taste. | |
| Out of 10 I give the game a 3 for simplicity and a 6 overall. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: DJ Hastings <dj.hastings SP@G wavecable.com> | |
| TITLE: Labyrinth | |
| AUTHOR: Sami Preuninger | |
| EMAIL: samantha_casanova SP@G glic.com | |
| DATE: October 1, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2006/zcode/labyrinth/labyrinth.z8 | |
| VERSION: Release 1 | |
| Labyrinth consists of a series of puzzles set in a maze of sorts. Not a "twisty | |
| little passages" maze where the directions are non-reversible and the rooms are | |
| indistinguishable. No, this maze is logical enough; the main difficulty is | |
| figuring out how to get from room to room, and I think I would really have | |
| enjoyed it if it hadn't been for a small problem. | |
| That problem was the room descriptions: they completely confused me! Each wall | |
| in a room is of a different colour, as well as the floor and ceiling, and there | |
| are several doorways from each room, usually in strange positions like upside | |
| down against the ceiling. These doorways were my main problem; they are | |
| described as "archways," and when I first read about "an archway halfway up the | |
| south wall, extending from its western edge toward the middle of the wall," I | |
| imagined a stone arch sticking out into the room. The archway is really a | |
| doorway through the wall, with its base against the west wall instead of against | |
| the floor, but I didn't figure this out until I was quite a ways through the | |
| game using the walkthrough, and by that point I had already spoiled the rest of | |
| the puzzle. | |
| The other puzzles were mostly things like Nim or a cipher that would work just | |
| as well on paper. I didn't like the inclusion of the cipher. Ciphers essentially | |
| say to me, "pause the game while you go figure out this puzzle, and come back | |
| here when you're finished." And it was a keyword cipher, which I have no idea | |
| how to solve, so I never would have made it past this puzzle on my own. On the | |
| other hand, I did enjoy the "magic number" puzzle. It's another "go solve this | |
| and come back" puzzle, but the difference is that I enjoyed going and solving | |
| it. I probably wouldn't include it in an adventure game, because someone who | |
| didn't like that sort of thing would be just as irritated by it as I was by the | |
| cipher, but I still had fun with it. | |
| In the end, a game like Labyrinth stands or falls on its puzzles. Labyrinth's | |
| "maze" is creative and with a bit more clarity would make an excellent setting | |
| for a collection of unique and interesting puzzles. Unfortunately, most of | |
| Labyrinth's puzzles don't fit that description. There are a couple of | |
| exceptions, but they aren't enough to make the game worthwhile. | |
| From: David Jones <drj SP@G pobox.com> | |
| A word of warning. This game has a problem when played with the Zoom based | |
| interpreters (including Gargoyle and Spatterlight). Play with Frotz. As far as | |
| I know, Preuninger is working on a new version that presumably won't have these | |
| problems. | |
| Another word of warning: this game is almost pure puzzle. Right from the very | |
| first description: "A Sweet-Smelling Room: The room is a perfect cube, about 30 | |
| feet on a side. The ceiling is yellow and the floor is purple. The north wall | |
| is blue, and the eastern wall is green. To the south, the wall is orange, and | |
| the western wall is red. The walls are bare of ornament, and no furniture | |
| occupies the room." we can tell that we are entering into a world where certain | |
| things, like the colour of the walls, are going to important. The fact that the | |
| floor and ceiling are described probably hints at the importance of the third | |
| dimension. Our suspicions are immediately reinforced by the following | |
| paragraphs that describe in meticulous detail the doors in the room. Most of | |
| which are not in their usual orientations and are situated in inaccessible | |
| portions of the walls and ceiling. It all adds up to a strong reference to | |
| Escher and The Cube (the entertainingly low-budget movie). | |
| The game consists of a sequence of puzzles embedded into the framework of a text | |
| adventure. Some would say that many of the puzzles would do better without the | |
| wrapper. I'm not sure, I think what wrapper there is adds character to the | |
| game. You're not merely pulling levers and pressing buttons in some abstract | |
| puzzle, you play the part of a trying-to-be-cool maths professor (we can tell | |
| because X ME reveals that the PC is into rock climbing and air guitar). Each | |
| room has a distinctive smell, this is very handy for orienting yourself, but | |
| these are not mere scent markers on your map, they too add character: "The room | |
| smells rather strongly of wet dog. You reaffirm your decision never to acquire | |
| a pet.". | |
| The help text says "I'll just say that drawing a map would be helpful". Well, | |
| that _is_ true, and you definitely should draw a map. I drew three. It's one | |
| of those games where you realise, perhaps with horror, perhaps with glee, that | |
| your map drawing efforts are documenting completely the wrong thing and you'd be | |
| better of starting over with a different sort of map. In actual fact the game | |
| isn't all that big, and the map isn't that complex, but much of game, the | |
| central puzzle as it were, is figuring out exactly what is going on. This | |
| puzzle involves transforming the geography in quite a cool way (let's just say | |
| that NORTH doesn't always mean the same thing), and you'll probably have needed | |
| to paid attention in your algebra class to fully understand it. | |
| The puzzles are hard; as well as the main geometry puzzle there are the usual | |
| object composition puzzles and riddles, and the rather less traditional, at | |
| least in text adventures, game of nim and a cipher (actually I wouldn't be | |
| surprised if nim and ciphers cropped up in some very old school games, but | |
| they're not common now). There's even an last lousy point puzzle (which I | |
| haven't got). Preuninger includes hints and a walkthrough (as separate HTML | |
| files); you may be able to finish using them, but they won't necessarily | |
| enlighten you. | |
| There are those who would say that the game is too puzzle-heavy, it lacks | |
| story (it doesn't actually, but the story _is_ more of a cliched veneer than | |
| anything else), the descriptions are too mechanical. They miss the point. | |
| Labyrinth stands out like a lightning-rod for gaming, it deliberately and | |
| directly opposes the modern style of story led interactive fiction. What it | |
| lacks in quality and finesse it more than makes up for in reviving freshness. | |
| In addition I suspect that the game has a little bit more heart in it than most | |
| of its detractors realise. In how many games can you voluntarily FART ? No, I | |
| don't really want an answer to that question. | |
| With my tongue in my cheek I would say that I found this game a refreshing | |
| change from all the diplomat-on-an-alien-planet and mutant-spider games in this | |
| year's comp. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jimmy Maher <maher SP@G grandecom.net> | |
| TITLE: Last Resort | |
| AUTHOR: Jim Aikin | |
| EMAIL: editor SP@G musicwords.net | |
| DATE: December 2, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/glulx/LastResort.zip | |
| VERSION: Release 1 | |
| In his newsgroup discussions of his new game and on his webpage devoted to it, | |
| Mr. Aikin set it up as something bold and fairly experimental. "Last Resort," | |
| he tells us, "is an attempt to use the medium of interactive fiction for a | |
| serious story with an actual plot." I thus downloaded the game expecting to | |
| find something that, successful or not, would at least push the envelope of the | |
| possible. I was surprised to find instead a well put-together, well-tested, and | |
| well-written work of IF... but one that does little or nothing really new with | |
| the form. It's not that Mr. Aikin was being dishonest. Last Resort IS a | |
| serious story with an actual plot. It's just that there have been plenty of | |
| serious stories with actual plots before in IF, and Mr. Aikin's tone had somehow | |
| made me feel that he meant something new in using those words. | |
| Be that as it may, there is nothing here that advances the form in any new | |
| directions. Luckily, though, there is a lot to like about this one. In this | |
| age of bite-sized IF, a big, solidly designed effort like this is worthy of | |
| celebration on its own merits. | |
| The plot casts the player as a fourteen year old girl from New York who has been | |
| dragged off to the tumbledown resort camp of Eternal Springs in Mississippi by | |
| her spinster aunt. Once there, she quickly begin to realize that things are not | |
| right. Evil is afoot! The resort is actually a front for a demon-worshipping | |
| cult, and in some four hours of game time she will be sacrificed... unless she | |
| can thwart the plans of the cult. | |
| Like much -- arguably too much -- IF before it, Last Resort settles itself | |
| firmly into the genre of Lovecraftian horror. I find it surprising that so many | |
| IF authors continue to go down this road, as Anchorhead nailed the genre so well | |
| that it seems to me that virtually anything else -- including (retroactively) | |
| even Infocom's The Lurking Horror -- is likely to come up short in comparison. | |
| Anyway, I tend to find a more understated, psychological approach to horror | |
| infinitely more chilling than Lovecraft's wild ravings about unnamable horrors | |
| from other dimensions gibbering EVILY. Even a bit of good old Satan worshipping | |
| would have gone down pretty well, and this was in fact the direction I initially | |
| thought the game was going in when I found, first, a Bible with particularly | |
| violent and disturbing passages marked, and then a rather creepy, thoroughly | |
| unholy priest. I had decidedly mixed feelings when I realized what direction it | |
| was actually going in. | |
| And so, perhaps inevitably and certainly not unexpectedly, the plot of Last | |
| Resort suffers in comparison with Anchorhead. I think that much of the problem | |
| is down to a failure to maintain dramatic tension. The game is indeed, as | |
| advertised by Aikin, non-linear, but I'm not sure that its story is the better | |
| for it. Basically, the player can wander freely over its fairly extensive | |
| terrain -- for which Mr. Aikin has helpfully provided a PDF map -- right from | |
| the beginning, attempting to solve the variety of puzzles that block her from | |
| thwarting the cult's plans and effecting her escape from the resort. There are | |
| a few timed and triggered events, but not enough to make the game feel like a | |
| satisfying story rather than just a collection of static obstacles to conquer. | |
| The plot has no real climax as all. If she solves all of the puzzles in time, | |
| she leaves the island on which the resort is situated and it's game over, | |
| accompanied by a massive case of anti-climax. If not, she is sacrificed and | |
| that's that. Something more is definitely needed here. | |
| But if the plot is a bit thin, there is much else to appreciate. The puzzles | |
| are sometimes difficult, but generally satisfying. The writing is detailed and | |
| evocative, and the scenery is well-implemented throughout. Eternal Springs in | |
| all its overheated, dilapidated splendor feels like a real place. | |
| Two things really set Last Resort off from games like it from five or ten years | |
| ago. One is the aforementioned level of scenery implementation. The other is | |
| the NPCs. There are quite a few of them here, all vividly described and | |
| memorable, if sometimes a bit cliched. They aren't terribly active -- most stay | |
| in the same place pretty much throughout the game -- but they have a surprising | |
| amount to say. Almost any reasonable query that these people SHOULD know | |
| something about they DO. Inform unfortunately does not (yet) have anything of | |
| quite the sophistication of the TADS 3 conversation model, but Mr. Aikin has | |
| made good use of the tools he does have. This contributed greatly to my | |
| enjoyment of the game, and is I suspect the main reason that the it ballooned to | |
| a size too big for the Z-Machine to contain. I hate to think of the amount of | |
| work that must have gone into Mr. Aikin's characters. | |
| Last Resort is not a terribly easy game. As mentioned previously, there is a | |
| time limit, which is something I generally have mixed feelings about. The game | |
| is quite generous as such things go, though, allowing plenty of time for | |
| exploration. I actually never ran out of clock in my time with the game, | |
| although I was always aware of the time limit and thus occasionally restored to | |
| an earlier point after spending too much time going down some fruitless path or | |
| another. | |
| It is also quite possible to make the game unwinnable. The game will not warn | |
| its player in any obvious way when this happens, but just continue merrily | |
| onward. I think that the reasonably careful player will, however, generally be | |
| able to recognize these situations. The key here is to approach Last Resort as | |
| a text adventure, not a piece of interactive literature, contrary as this may be | |
| to the expectations created by Mr. Aikin's own comments on his game. Hint: If | |
| you find yourself asking why no one comments on the fact that you are carrying | |
| around several dozen bizarre, non-related items in a huge sack like a fourteen | |
| year old Santa Claus, or how this young girl is able to lift this much assorted | |
| junk in the first place, you are officially in the wrong frame of mind. | |
| Luckily, I like text adventures a lot, and this is, all things considered, a | |
| pretty darn good one. Together with my girlfriend I was able to solve all but | |
| two of its puzzles. At least one of those two -- the final step in clearing the | |
| dog away from the shed door -- I thought was a bit dodgy, but then every game | |
| seems to have at least one. Overall, Last Resort is a fine piece of work that | |
| will likely consume several evenings of happy adventuring. All but the most | |
| puzzle-adverse should definitely give it a go. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: David Jones <drj SP@G pobox.com> | |
| TITLE: Pirate Adventure | |
| AUTHOR: Alexis Adams and Scott Adams | |
| E-mail: msadams SP@G msadams.com | |
| DATE: 1978 | |
| Parser: Scott Adams (2 word) | |
| Supports: Originally custom format, since reverse engineered and translated to | |
| Z-code and others | |
| Availability: IF-archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/zcode/adamsinform.zip | |
| I'm playing using the zcode translations of the games found in scott- | |
| adams/games/zcode/adamsinform.zip in the IF Archive. | |
| Pirate Adventure uses a split-screen style where the top portion of the screen | |
| is permanently given over to displaying the location description ("I'm in a Flat | |
| in london" [sic]), the available exits, and the visible items. I remember, from | |
| way back when, that when I was playing this game on a VIC-20 the split-screen | |
| effect was quite convenient; the VIC-20 had a text display of 22x23, and games | |
| rarely implemented scrollback (since memory used for scrollback would eat into | |
| the memory used to hold the game description, all of which had to be kept in | |
| RAM). So it was actually quite nice to have the equivalent of LOOK permanently | |
| displayed. These days the split-screen effect is more disturbing; I often use | |
| long windows so my focus keeps having to shift from where I'm typing (at the | |
| bottom) to the room description (at the top). Many commands (eg GET SNEAKERS) | |
| have no response, they simply update the room description. This change is | |
| sometimes easy to miss, especially if it happens in one's peripheral vision or | |
| during a saccade. | |
| Needless to say the writing is extremely economical, but that doesn't really | |
| excuse the mistakes that are all too common: its/it's confusion, missing | |
| punctuation, and misplaced capital letters. | |
| Parsing is two word. LOOK IN SACK and PUT THE TORCH OUT are way too complex. | |
| Forget the luxury of having synonyms or helpful hints from the parser. A | |
| typical example that crops up early in the game is that there are stairs in the | |
| initial location, but neither UP nor DOWN works, GO STAIRS being the required | |
| invocation. In the location at the other end of the stairs, DOWN works to | |
| return to the first location. Is Adams just being stubborn here? Or is he | |
| introducing the player to the required mechanics to solve later parts of the | |
| game? I think I'd rather give Adams the benefit of the doubt here and say that | |
| requiring players to use GO STAIRS instead of UP is getting them to practice a | |
| puzzle in simple and obvious form so that later on less obvious uses for GO X | |
| can be introduced without the player thinking it harsh or unfair. | |
| The parser abbreviates all words to 3 letters and this somewhat makes up for the | |
| lack of now traditional abbreviations such as X (EXA) and I (INV). Despite the | |
| parser's simplicity it does implement automatic disambiguation for some objects. | |
| CRA is recognised as "Sack of crackers" or "narrow crack" as appropriate, | |
| similarly with WIN. | |
| When we review an old game like this we are confronted with questions of | |
| purpose. Why are we playing an old game? We can play to gain some insight into | |
| the history, to see what it was like to play games of that era (although the | |
| experience will of course fall short because of the lack of context, just as | |
| attempts at, say, medieval cooking do. That doesn't mean such attempts | |
| shouldn't be made of course); we can play to see what value such games hold now, | |
| as objects of entertainment; finally, we can play to see what value such games | |
| hold for the creators of modern works. What lessons can we learn from this | |
| game? | |
| As a form of entertainment there is really very little to keep the modern player | |
| at the keyboard: no lavish descriptions; a fair number spelling mistakes and | |
| similar signs of inadequate proofreading; no cunning plots; the puzzles aren't | |
| particularly deep. | |
| It's worthwhile to compare the implementation of a bag in Pirate Adventure with | |
| how it would likely be implemented today. Today it would be implemented as a | |
| container. The player would be able to open it, close, take things out, put | |
| things in. Adams avoids the complexities inherent in container objects | |
| (capacity, inclusion in self, description of contents, reaching beyond when the | |
| PC is inside, etc) by simply having OPEN BAG create a new object in the location | |
| with the response "Something falls out". Adams has been spared the expense of | |
| implementing containers, and the player has been spared the pointless | |
| exploration of a containment simulation. In the modern approach, implementing | |
| the BAG as a container, OPEN BAG would yield the response "Revealing an X" or | |
| similar, and GET X would get the object in question. Adams solution has all the | |
| elegance of the modern implementation, but at a fraction of the cost (in terms | |
| of programming and debugging). In either case the player types exactly the same | |
| sequence of commands, OPEN BAG. GET X. What the player has lost is the ability | |
| to PUT X IN BAG (that would require a preposition in the parser), but that | |
| doesn't seem like a huge loss given that containers in adventure games are often | |
| used to merely delay the player in finding some object (that is, they are a | |
| barrier to getting some object from the container rather than something into | |
| which the player might usefully stow an object). The lesson here is that | |
| simulation for simulation's sake is pointless. If you implement a complex | |
| object then its complexity should be motivation by having an interesting purpose | |
| in the game. One recent example which fails this test is the implementation of | |
| pockets in Eric Eve's competition release of The Elysium Enigma. The effect of | |
| the pockets was to hide from the player objects carried by the PC (a false, and | |
| I suspect largely unintentional) widening on the player / PC gap). I'm happy to | |
| say that Eric Eve has made a new release which fixes this and brings this | |
| aspect up to the high quality of the rest of The Elysium Enigma. | |
| Structurally the game follows the classic trinity of beginning, middle, and end. | |
| The beginning consists of 5 locations in the London flat and lasts until the | |
| player discovers how to get to the islands. The middle bit provides most of the | |
| game and takes places on an island with rather more than 5 locations (though you | |
| will also be revisiting the flat). A final section (on another island) is | |
| reached after the solution to a key puzzle on the first island. The | |
| anticipation of solving that key puzzle is quite good and solving it yields a | |
| genuine sense of achievement which is sadly deflated by the game's very | |
| lackluster response: "CONGRATULATIONS !!! But your Adventure is not over yet... | |
| " (that's Pirate Adventure being prolix). When Pirate Adventure was first | |
| published the three-part structure had yet to become time honoured; Adams did | |
| well to note that the theatrical device could be employed here. Sadly the final | |
| part of the game is a bit of a let-down. Like many games (modern and old) it | |
| feels like the author ran out of time, steam, or implementation space, | |
| consequently the final part feels under-implemented, disappointing, and buggy | |
| (the one bug I found concerns an object found in the final section). | |
| Although old Pirate Adventure avoids a lot of puzzle cliches. Several objects | |
| in the game have multiple uses; some change state and are used in different | |
| states. One of the NPCs both provides clues and is used directly to solve a | |
| later puzzle. One NPC is an obstacle early on in the game, but needs to be | |
| exploited to overcome a puzzle later in the game. Although some cliches are | |
| avoided lots are included: instant death; no UNDO; some puzzles require, for no | |
| obvious reason, repeating certain actions. Some of puzzles seem pretty | |
| reasonable, others seem a bit arbitrary and you can easily unwittingly enter | |
| unwinnable states. Fortunately the game isn't very large so restarting isn't | |
| very unpleasant and often leads to discovering something new. There is an | |
| inventory limit (it never forms the crux of a puzzle, it just means more toing | |
| and froing) and a torch that can be exhausted. | |
| Pirate Adventure packs quite a lot of puzzles into its small space; the sketch | |
| of the puzzle-dependency diagram (DM4's "lattice diagram") that I started making | |
| reveals a surprisingly complex and interesting structure. The effect is one | |
| that I find all too rare in lots of games: there are always several avenues to | |
| explore, always a few objects whose purpose you haven't fathomed, and a few | |
| strategies that remain to be tried. There are quite a few pleasing moment when | |
| you realise that certain objects have multiple uses. On the other hand I know | |
| of no puzzle in Pirate Adventure that has an alternate solution (apart from a | |
| trivial rephrasing); it's a notable lack in Pirate Adventure. | |
| The setting of the game, a tropical island (well, the game doesn't say it's | |
| tropical but let's assume it is), is both a strength and a weakness. The text | |
| in the game is extremely minimal, yet the setting manages to be quite vivid. | |
| Adams achieves this primarily by placing the game in a setting that is familiar | |
| to most players: the classic desert island of adventure stories like Treasure | |
| Island and Robinson Crusoe. Such stories were probably read by (or read to) the | |
| player as a child; the island takes on nostalgic and perhaps slightly magical | |
| qualities in the player's mind as a result. It takes very few words for the | |
| player to be transported to a fantasy island with golden beaches, inviting | |
| lagoons, huts made from palm leaves, and a cave system in cliffs of soft rock. | |
| Those parts of the game are fine. It's the additions that break the spell. The | |
| cave system has a toolshed inside it apparently equipped with about half the | |
| necessary materials to build a boat, but the only access to the shed is either | |
| via a small crack or past a crocodile infested pit. How did the equipment get | |
| in the shed? How does the crocodiles' pit fill with water? Why are the keys to | |
| a pirate's chest in [LOCATION WITHHELD]? Historically this was totally | |
| acceptable, expected even, but these days many players would find it | |
| distasteful. | |
| Designers would do well to briefly dip into Pirate Adventure to observe how it | |
| manages to create a solid and evocative setting with so few words, and how the | |
| puzzles and objects are interlinked with such economy. But that is all. Pirate | |
| Adventure has little to commend itself to the modern player, though it was great | |
| in its day. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Dark Star (darkstar SP@G infodarkness.com) | |
| Title: The Reliques of Tolti-Aph | |
| Author: Graham Nelson | |
| Email: graham@gnelson.demon.co.uk | |
| Date: March 2, 2006 | |
| Parser: Inform 7 | |
| Supports: Z-code interpreters | |
| Availability: Freeware; Author's Website | |
| URL: http://inform-fiction.org/I7Downloads/Examples/rota/ | |
| Version: 1 | |
| The Reliques of Tolti-Aph is the latest game by Graham Nelson, written to | |
| showcase some of the new features of Inform 7. It is not traditional IF, rather | |
| an RPG with IF elements. It implements a modified D&D engine referred to as | |
| Woodpulp & Wyverns (W&W). The implementation of the engine is impressive, but | |
| the gameplay itself falls a little short: it fails to adhere to its own | |
| conventions and several of the puzzles have unconventional solutions. (Thank | |
| goodness for David Welbourn's walkthrough!) It's not balanced, it's not fair, | |
| and it can be very frustrating for the player. Play at your own risk! | |
| The first thing that the game needs is a manual, and ideally a tutorial as well, | |
| covering concepts such as scroll creation, spells and how to create a sanctuary | |
| where you can go to retreat and rest. Understanding the game is more than | |
| learning about combat, and I suspect many players will end up resorting to the | |
| walkthrough in order to get the hang of it. | |
| One good feature is the ability to retreat (i.e. run away) during a fight. If | |
| you get away, you can go back to your sanctuary, meditate (heal), and save. | |
| This is just as well, as meditating and saving can only be done in a sanctuary, | |
| and UNDO has been completely disabled. While not allowing UNDO makes sense, I | |
| do not think it's a good idea to disable save, except perhaps during combat. | |
| Some other RPGs do this, but it usually doesn't work, and I've seen it corrected | |
| later by a patch. | |
| My biggest complaint is that your strength does not increase as your level | |
| increases. This goes against one of the most basic rules of the RPG, and makes | |
| some of the creatures almost impossible to kill. The wyvern, for example, can | |
| kill you in one shot, no matter what level you are on. There is a spell to get | |
| past it, but this is a RPG and you earn experience by killing creatures and | |
| casting spells. In a hard boss fight like this, you should earn more experience | |
| from killing the beast than casting a simple spell. Overall, the game feels | |
| unbalanced: you face sudden death far too often. Either the monsters need less | |
| bite or the player's defensive bonus needs to be brought up, or both. In a good | |
| RPG, you win most fights and only have to work harder on a small number of boss | |
| fights. | |
| Then there's the random maze. That's bad enough, but the strength problem makes | |
| every fight feel like a boss fight. Also, with spells needing components to be | |
| able to cast them, it becomes impossible to fight the monsters using your | |
| spells. If you try, you face a real inventory management problem as you're | |
| always running around looking for scraps of metal so you can fire off your magic | |
| missiles. This is a bit much, and I had to give up at this point. I think it | |
| would be better to remove the component feature from the engine altogether; the | |
| mana cost is enough of a penalty. | |
| Another problem with the game is that many of the puzzles are under-clued, and | |
| don't follow any sort of pattern. For example, early on I had to write on a | |
| blank parchment with a metal feather to create a scroll. "Ah," I thought, "this | |
| is how you make a scroll." I never did it again. Later on, I had to look up a | |
| saying in the diary and write it on a pyramid. Why couldn't a monster have been | |
| protecting a blank parchment? Then it would have been obvious that I should | |
| write on the parchment to create the scroll I needed. Having established a | |
| convention, the game should carry it through. In addition, when you learn a new | |
| spell this way, the game doesn't even tell you that you've learned it: you have | |
| to look it up in your spell book. The player should know when they've done | |
| something right. | |
| The game has an awkward dual personality, trying to combine conventional IF | |
| puzzles with the RPG elements, and doesn't quite pull it off. There are some | |
| great puzzles here, but some of them are so hard that they disrupt the flow. As | |
| an RPG, I feel it should have been more action-oriented, with IF puzzles that | |
| don't act as roadblocks. | |
| A pet peeve of mine is that the game is not always clear about which exits are | |
| available. This was particularly noticeable in the maze, where there are no | |
| room descriptions for the tunnels, and some of the room names (e.g. NORTH-EAST | |
| BEND) are misleading. More than once I had to resort to trying random | |
| directions. | |
| Technically, the game is very polished, and the only bug I found happened upon | |
| death when trying to cast a spell. Once, when I tried to make a sanctuary the | |
| sand coming out of the door killed me, and the game responded with: | |
| Would you like to RESTART, RESTORE a saved game or QUIT? | |
| >restore | |
| That enchantment cannot be cast at anything. | |
| The game would not let me restore, and I had to restart before I could restore | |
| my saved game. | |
| Overall, I think the idea of an IF RPG offers some great possibilities. Some | |
| things need to be changed within the engine, and a few things need to be worked | |
| out within the game itself, but this could definitely become a solid game engine | |
| for others to build on. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: David Jones <drj SP@G pobox.com> | |
| TITLE: The Tower of the Elephant | |
| AUTHOR: Tor Andersson | |
| E-MAIL: tor.andersson SP@G gmail.com | |
| DATE: October 1, 2006 | |
| Parser: Inform 7 | |
| Supports: Z-code | |
| Availability: IF-archive | |
| URL: http://mirror.ifarchive.org/if- | |
| archive/games/competition2006/zcode/tower/The%20Tower%20of%20the% | |
| 20Elephant.zblorb | |
| Version: Release 1 / Serial number 060922 / Inform 7 build 3Z95 (I6/v6.31 lib | |
| 6/11N) | |
| "I have seen no guards. The walls would be easy to climb. Why has not somebody | |
| stolen this secret gem?" the game begins (well almost). Indeed, why not? It's | |
| the perfect excuse to begin an adventure game. | |
| The game, it turns out, is based on the Conan story by Robert E. Howard. You | |
| get to play the part of Conan the Barbarian as he goes to the Elephant Tower of | |
| Yara the priest to steal the source of his magic, the Elephant's Heart jewel. | |
| I've never read any of the Conan stories, though I am vaguely familiar with | |
| style. | |
| The writing is a real treat, vivid and undemanding. Like pulp fiction should | |
| be. Most of the writing is Howard's, though Andersson has done a very competent | |
| job of taking the words from their original linear format and embedding them | |
| into a text adventure. | |
| The Tower of the Elephant is well implemented, with close to no outright bugs, | |
| and is generally polished. I think the game could definitely benefit from | |
| implementing a few more scenery nouns. In a literary adaptation this is, of | |
| course, a tricky business; how far should Andersson go in adding new | |
| descriptions? Well, at least as far as the coping, the sward, the shrubbery | |
| (these examples from the first few locations). In the Infocom era, this would | |
| have gone without a mention, but these days I think people expect a bit more. | |
| In a way though, I find it quite refreshing; it focuses the mind on the | |
| essentials. The same complaint exists in the domain of verbs. Obvious | |
| manipulations of implemented objects are not always implemented. You have a | |
| sword but you cannot draw nor wield it. The following extract concerning a | |
| jewel is typical (There are lots of jewels in this game. Some of them you can | |
| take, some of them you cannot): | |
| >> x stone | |
| A great round jewel, clear as crimson crystal. | |
| >> look through stone | |
| You find nothing of interest. | |
| As someone who was not familiar with the story I would say that the game | |
| sometimes fails to mark "the way forward" with sufficient clues. This is mostly | |
| only a problem early on when room descriptions fail to describe available exits. | |
| Really, I quibble because a player isn't likely to forget which way the tower is | |
| (unless they are deliberately wasting time trying lots of different things out | |
| like I was), and it's a sufficiently small game that it's never a huge problem | |
| anyway. Also, the EXITS command is implemented. | |
| Epistemic object naming comes into play. An NPC thief is referred to as thief | |
| until you learn his name (optional), thence he is referred to using his name. | |
| Managing the player's knowledge is always a bit tricky, and later on the game | |
| falters when you meet Yag-kosha. Yag-kosha never directly introduces himself | |
| directly, indeed at one point he addresses Yag-kosha as if talking to someone | |
| else, but the game immediately refers to Yag-kosha and apparently assumes you | |
| know the referent. I did briefly wonder whether in Yag-kosha's language "Yag- | |
| kosha" was a pronoun that could be used to refer to self and others equally | |
| (like some uses of "we" in English). | |
| One of the puzzles, the spider combat, I found annoying. Of the many things | |
| that a player could try only a few are implemented. Not implementing DODGE and | |
| PARRY seems reasonable enough, at least the game is clear on that matter, but | |
| there are some actions that the game describes, but which cannot be executed | |
| voluntarily. For example at one point the game says (in response to my not | |
| doing anything positive in attacking the spider) "You leap high, and the spider | |
| passes beneath you, wheels and charges back", but I cannot JUMP OVER SPIDER; I | |
| can JUMP, but I get the library response. The required actions are not | |
| particular hard to guess, but they're not particularly well clued either. The | |
| combat scene is on a timer (eventually the spider _will_ kill you), so I suspect | |
| most players will be restoring many times before they defeat the spider. | |
| Contrast this with the spider combat in Tales of the Traveling Swordsman where | |
| the actions are better clued (in fact, the clueing is progressive), and the game | |
| isn't quite so cruel at killing the player off. It turns out there are | |
| solutions to the game that avoid the entire spider combat, so maybe it doesn't | |
| matter if I found it hard? Well, that would be a more reasonable defense if it | |
| was possible to escape from the spider. It's not as far as I can tell, and I | |
| can't really see why. | |
| The game exhibits other branches as well (aside from the optional spider), in | |
| fact the more I play the game the more options and variation I find. Somehow | |
| though this variation is presented poorly. It's almost as if the game is trying | |
| to hide the fact that multiple solutions whilst letting players discover a | |
| solution that's natural to them. It's hard to say what's going on without | |
| getting spoilery, but consider the spider combat. Because of the way its | |
| arranged it's entirely likely that players that discover the spider combat will | |
| not discover the alternate path, and won't even be aware that there is one. | |
| Similarly, players that discover the alternate path will probably not discover | |
| the spider combat. A similar situation exists with the thief. It's cool that | |
| the game admits multiple solutions so some players will naturally discover one | |
| way and some players will naturally discover another, but I think most players | |
| will not realise that they have the option. Tower of the Elephant is quite a | |
| short game, but exploring the alternate solutions provides a fair amount of | |
| replay value; and I encourage all players to do that so that Andersson's coding | |
| isn't wasted on you. | |
| The game has a cruel moment (possibly more than one). If you penetrate the | |
| secrets of the tower sufficiently but then leave before settling some business | |
| then you can wind up in an unwinnable state, confronting an all too mighty Yara, | |
| without it being clear and beyond the reach of undo. This is probably a bug | |
| more than intentional. Because of a slight clumsiness in the conversation it's | |
| perhaps a little bit easy to stumble into accidentally. | |
| Overall I find the game engaging. Conan, the PC, is a man of action and the | |
| writing encourages you to take action; it's compelling. The situations are | |
| vivid and unusual. When I wasn't frustrated by the puzzles I enjoyed them. | |
| NPCs are well characterized and sometimes surprising. Conversation (relying | |
| heavily on Eric Eve's extensions I suspect) mostly works well with an ASK / TELL | |
| interface with explicitly listed topics. There are perhaps a few too many | |
| precious materials around --- once Conan gets to the tower everything is made of | |
| ivory, topaz, gold, sapphire --- but I guess that's just the in style when | |
| you're an all powerful priest. I feel that a small amount of repair work on | |
| this game --- clueing one or puzzles a bit more, not trapping Conan in the room | |
| with the spider, a few bug fixes --- would remove the flaws and allow what I | |
| think is quite a good game to shine through. | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | 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: | |
| Damnatio Memoriae | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THIS GAME! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Paul O'Brian <obrian SP@G colorado.edu> | |
| TITLE: Damnatio Memoriae | |
| AUTHOR: Emily Short | |
| E-MAIL: emshort SP@G mindspring.com | |
| DATE: 2006 | |
| PARSER: Inform 7 | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: http://www.inform-fiction.org/I7Downloads/Examples/dm/ | |
| VERSION: Release 5 | |
| Damnatio Memoriae is a tiny game, but it's got plenty of quality. There are a | |
| few multiple-solution puzzles and the skeleton of a story built around an | |
| "accretive PC" model, where a winning playthrough only comes from the lessons | |
| taught by a few losing iterations. The writing is reasonably good, as one might | |
| expect from Emily Short, and the setting puts her considerable knowledge of | |
| ancient Rome to use. It takes hardly any time to play, and repays exploration | |
| with a surprising depth of implementation. | |
| All that said, I think I made two mistakes in approaching DM. One was assuming | |
| that because it shares a universe with Savoir-Faire, the details of its magic | |
| system would be identical to that game. The other mistake was forgetting that | |
| this game's raison d'etre is to be example code for Inform 7, not necessarily to | |
| be a complete and satisfying game in itself. Consequently, I found myself | |
| feeling disappointed by finding only anticlimactic, abrupt endings, and so | |
| turned to the walkthrough after winning but still feeling unsatisfied. From | |
| there, I became confused and frustrated by the way this game's magic differed | |
| from that of S-F. These factors combined to make my playing experience less than | |
| fun. | |
| It didn't help that the first winning ending I reached was, I think, buggily | |
| incomplete. There was a "time's up" message and a "You have won" message, but no | |
| connective material between them, which of course felt bare and anticlimactic. | |
| I'm assuming this was a bug, but there were a number of places in the game where | |
| logical connections felt missing. For instance, in a branch where I had killed | |
| Clemens, left him in the study, and ducked outside, I thought I'd hide under a | |
| pile of hay. Here's what happened: | |
| >hide | |
| What do you want to hide under? | |
| >hay | |
| Without some decoy, they'll certainly look hard enough to find you. | |
| What, the corpse of my doppelganger up in the study isn't enough of a decoy? | |
| I chalk these lacunae up to the fact that the point here is not to create a | |
| perfect, polished game but rather to demonstrate Inform 7 rules within the | |
| context of a nominally game-like structure. Also, despite the fact that this | |
| game is tiny, the number of possible interactions between objects makes for a | |
| plethora of implementation details, so it's natural that without extensive beta | |
| -testing (as a full-fledged game would have received), some would be missed. As | |
| I said, I mistakenly entered the game with the wrong expectation about that, and | |
| in any case, I feel like I'm beginning to cross over into the uncouth practice | |
| of airing bugs in a review rather than privately to the author, so let me move | |
| on to a different topic: the functional differences between this game's magic | |
| system and that of Savoir-Faire. | |
| I had never played S-F to completion, so I prefaced my approach to this game by | |
| playing through its larger cousin. Savoir-Faire is a marvelous game, with an | |
| internally consistent magic system of linking and reverse linking that enables | |
| both its puzzles and its story. However, the logic of linking in Damnatio | |
| Memoriae parts ways with S-F in several areas, so I found it a disadvantage to | |
| have S-F so fresh in my memory as I played DM. For one thing, Savoir-Faire | |
| disallows linking anything to the PC, saying, "Linking yourself is generally | |
| considered a very bad idea." In DM, however, linking the PC is an important | |
| tool. This hurdle is easily cleared, but it leaves the player to figure out how | |
| linkages between people operate, and their operations are in fact rather | |
| counterintuitive. On top of this, DM also adds a new kind of linkage: slave | |
| linkage. The differences between the three types of links can be subtle indeed. | |
| Consider these three messages: | |
| >link clemens to me | |
| (first unlinking Clemens) | |
| You build a mutually-effective link between Clemens and yourself. | |
| >reverse link clemens to me | |
| You reverse link Clemens to yourself (son of Julia and Agrippa, who died | |
| before you were born). While one of you lives, so does the other. | |
| >slave link clemens to me | |
| You build the link, enslaving Clemens to yourself. It is an expedient | |
| Augustus has been using for years: now any attempt upon your life will instead | |
| kill your slave. | |
| On the face of it, these messages would seem to indicate that the regular link | |
| allows you to control Clemens, the reverse link causes harm to both when | |
| anything is inflicted on either, while the slave link transfers that harm from | |
| you to Clemens. However, a simple link doesn't allow you to control Clemens. | |
| Instead, a regular link behaves in the way I expected a reverse link to act, and | |
| vice versa. | |
| The other significant difference between S-F's linking and that in DM is that DM | |
| is much less consistent about disallowing linkages. In Savoir-Faire, you could | |
| depend on the fact that unless two objects had some sort of common quality, they | |
| could not be linked. Damnatio Memoriae is a little more capricious: | |
| >link window to pitcher | |
| The window is insufficiently similar to the painted glass pitcher of water | |
| for the two to be linked. | |
| >link letter to pitcher | |
| You build a mutually-effective link between the old letter and the painted | |
| glass pitcher of water. | |
| I was able to understand the first result a bit more when I realized belatedly | |
| that there's probably no glass in the window, but that still doesn't explain how | |
| I can link the pitcher to a letter. Similarly: | |
| >link pitcher to clemens | |
| This would work better if the painted glass pitcher of water were a person. | |
| >link vase to clemens | |
| You build a mutually-effective link between the vase and Clemens. | |
| I'm not sure how much these inconsistencies would have bothered me if I hadn't | |
| just played Savoir-Faire, but that game sets a standard that Damnatio Memoriae | |
| fails to meet. Consequently, I felt a lot of annoyance at seeing solutions in | |
| the walkthrough that never would have occurred to me, since I was expecting DM's | |
| magic system to be more like that of S-F. | |
| This is a whole lot of kvetching over a sample game, and in a way, it's a nice | |
| problem to have: Emily's work, even other samples like Bronze, is of such | |
| impeccable quality that I've begun to hold even her slightest output to what may | |
| be a ridiculously high standard. When a game like Damnatio Memoriae fails to | |
| meet that standard, I'm more disappointed than I would be in another author's | |
| work, and linking (sorry) this game to one of her real masterpieces only | |
| aggravated the problem. I guess all this is to say that I'd love to see other | |
| games set in the various historical periods of the Lavori d'Aracne universe, but | |
| I hope they're created as games rather than as samples. That way, the focus can | |
| be on story and craft, rather than on teaching the features of a system. That's | |
| my selfish desire as a player, mind you -- no doubt when I'm working on learning | |
| Inform 7 I'll wish just the opposite. | |
| 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. | |
| sparkynet.com/spag/spag.faq. | |
| --------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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