| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #50 | |
| Edited by Jimmy Maher (maher SP@G grandecom.net) | |
| December 3, 2007 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #50 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 | |
| The H.P. Lovecraft Commonplace Book Project | |
| INTERVIEWS IN THIS ISSUE -------------------------------------------------- | |
| David Cornelson | |
| Michael Gentry | |
| Graeme Jefferis | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Edificio 25 | |
| Floatpoint | |
| Ghost of the Fireflies | |
| Lord Bellwater's Secret | |
| Regreso al Eden | |
| EDITORIAL------------------------------------------------------------------ | |
| SPAG #50 has arrived! If this were a big, glitzy commercial publication, I | |
| would feel obligated to fill it with retrospectives, lists, and highlights from | |
| the last thirteen years. It's not, though, and the IF community is generally | |
| not given to such gratuitous back-patting, so I will let the milestone pass | |
| quietly. Feel free to reflect amongst yourselves about the community's now | |
| rather startlingly lengthy history and SPAG's role in that history. | |
| I must in fact confess to having given considerable recent thought to SPAG's | |
| role, albeit from the perspective of a nervous editor looking to do the right | |
| thing by the community rather than that of a worshipful fan. (You ARE all | |
| worshipful fans, aren't you?) Things have been changing in the few years since | |
| I took this gig. Many, although certainly not all, discussions are migrating | |
| away from the newsgroups to blogs and forums, and new tools are appearing to | |
| allow all of us to share reviews and feedback on games more quickly. The IF | |
| Wiki, IFReviews.org and the IF Rating Site have of course been around for a | |
| little while; now we can add Michael J. Roberts's rather spectacular new IFDB to | |
| the list. That's great. Buzzword or not, it's time for IF to join the world of | |
| Web 2.0. Us old fogeys may shed a tear for Usenet, but we need to reach the | |
| iTunes generation if we want to make of IF a living, vibrant literary scene | |
| rather than a relic of the past. | |
| All this does raise a difficult question for me, however: does where does an | |
| ASCII-based e-zine fit into this brave new world? I've thought about it quite a | |
| lot over the last couple of months, even considering whether it might be time to | |
| retire SPAG gracefully after an even 50 issues, leaving the site alive of course | |
| for its historical archive of reviews. I decided not to do that, for at least | |
| two reasons: 1) I think of SPAG as a community trust, and don't really feel | |
| empowered to take that kind of a momentous step without consulting you folks; | |
| and, more importantly, 2) I think the old girl still has something to contribute | |
| to the community, albeit perhaps something slightly different than what Keven | |
| Wilson envisioned all those years ago. | |
| As I mentioned, we have plenty of places to go to read and submit reviews now, | |
| many of them arguably more satisfying for both readers and writers than an old | |
| dinosaur like this. What we don't have, though, are other places for in-depth | |
| articles, for interviews, and for careful, detailed analysises of games, all | |
| with the editorial supervision missing from the world of Web 2.0. SPAG has kind | |
| of been traveling in this direction anyway, with the ongoing series on foreign | |
| language IF which should conclude next issue with features on the Italian | |
| community. I'd like to formalize this change in emphasis at this point, though. | |
| I'm not going to keep pushing for huge numbers of capsule reviews in each issue, | |
| because frankly I think that's a losing battle. Other places simply do that | |
| better in 2007. What I would like to see are more thoughtful features. Judging | |
| from recent feedback, I think many of you feel the same way. I won't be | |
| maintaining a reviews wanted list anymore, and won't be pressing for | |
| reviews of every game that gets released. I would, however, love to get reviews | |
| from you, and if you send them to me I'll certainly publish them. But also | |
| please think about articles on IF craft, theory, history, or current events you | |
| might like to write, such as Peter Nepstad's feature in this issue about his | |
| Commonplace Book Exhibition. Think about figures you might like to see | |
| interviewed, and either send me an email telling me who I should be talking to | |
| or (even better) offering to conduct the interview yourself. Think abotut | |
| review packages you might like to put together, covering and comparing games | |
| from certain competitions or even just on a single theme. (I'm planning one of | |
| these for next issue myself.) And think about longer, more in-depth | |
| commentaries you might want to write on games that move you positively or | |
| negatively, or that just intrigue you. You can do this as a SPAG Specifics | |
| piece if you like, which affords you the unique opportunity in IF criticism to | |
| indulge in all the spoiling you want to do on the way to making your point. | |
| I'll do my part, trying to write or drum up interesting features for each issue. | |
| I've already got a couple in the pipeline for next time around. As always with | |
| SPAG, though, much of the work is up to you. | |
| IF NEWS ------------------------------------------------------------------- | |
| IF Competition 2007 | |
| The biggest annual community event has come and gone, leaving in its wake | |
| another handful of games likely to be remembered years from now. Check the IF | |
| Wiki page at http://www.ifwiki.org/index.php/IF_Comp_2007 for a complete list of | |
| review sets. Congratulations to those who placed well... aw, hell, to everyone | |
| who entered. You all deserve it. Look for interviews with the top finishers | |
| (assuming they agree to do them) in the next issue of SPAG. | |
| http://www.ifcomp.org | |
| 1 Lost Pig, by Admiral Jota (writing as Grunk) | |
| 2 An Act of Murder, by Christopher Huang (writing as Hugh Dunnett) | |
| 3 Lord Bellwater's Secret, by Sam Gordon | |
| 4 Across The Stars, by Dark Star & Peter Mattsson | |
| 5 The Chinese Room, by Joey Jones and Harry Giles | |
| 6 Varkana, by Maryam Gousheh Forgeot (writing as Farahnaaz) | |
| 7 A Fine Day for Reaping, by revgiblet | |
| 8 Orevore Courier, by Brian Rapp | |
| 9 My Name is Jack Mills, by Juhana Leinonen | |
| 10 A Matter of Importance, by Valentine Kopteltsev (writing as Nestor | |
| I. McNaugh) | |
| 11 Ferrous Ring, by Carma Ferris | |
| 12 Deadline Enchanter, by Alan DeNiro (writing as Anonymous) | |
| 13 My Mind's Mishmash, by Robert Street | |
| 14 In The Mind Of The Master, by David Whyld | |
| 15 Gathered In Darkness, by Michael Millsap (writing as Dr. Froth) | |
| 16 Fox, Fowl and Feed, by Chris Conroy | |
| 17 Wish, by Edward Floren | |
| 18 Packrat, by Bill Powell | |
| 19 Slap that Fish, by Peter Nepstad | |
| 20 Jealousy Duel X, by Alex Camelio | |
| 21 Beneath: a Transformation, by Graham Lowther | |
| 22 The Immortal, by Just Rob | |
| 23 Eduard the Seminarist, by Heiko Thei�n | |
| 24 Press [Escape] to Save, by Mark Jones | |
| 25 Reconciling Mother, by Glenn Engstrand (writing as Plone Glenn) | |
| 26 The Lost Dimension, by C. Yong | |
| 27 Ghost of the Fireflies, by Paul Panks (writing as Dunric) | |
| IntroComp 2007 Winners Announced | |
| The annual IntroComp competition for introductions to proposed longer works of | |
| IF is also complete, and I won! It's all about me! Me! (Hey, what's the use | |
| of being the editor of an amateur publication covering an obscure hobby if you | |
| can't use it to bolster your self-esteem every once in a while?) | |
| http://www.xyzzynews.com/introcomp | |
| One Room Game Competition 2007 | |
| A competition is currently in progress for games taking place within (you | |
| guessed it) a single room. There are five entries in English and four in | |
| Italian, and you have until December 22 to play them and submit your scores. | |
| http://www.avventuretestuali.com/orgc/orgc-2007-eng | |
| Commodore C-40 Contest | |
| Sam Trenholme is running a contest for minimalist IF games, or other forms of | |
| ASCII-based entertainment. Entrants must be capable of running on a | |
| hypothetical Commodore C-40 machine featuring a whopping 40K of memory, meaning | |
| they must be less than 40K in length and must be in Z-Machine version 3 or | |
| version 5 format. 2004's C-32 contest, to which this is a succesor, was a lot | |
| of fun and produced some surprisingly playable little gems. Deadline for | |
| sending your games to Sam is December 4, so there probably isn't time to write | |
| something (unless you work really, really fast). You can certainly judge, | |
| however. | |
| http://www.ifwiki.org/index.php/C-40_Contest | |
| Interactive Short Fiction Competition | |
| Mark Engelberg is hosting a competition for short, gentle games designed to ease | |
| the beginning player into IF. Entries must be written in Inform 7 or TADS 3, | |
| and there is a $50 cash prize. The deadline for submissions is February 15. | |
| http://mark.engelberg.googlepages.com/interactiveshortfictioncompetition | |
| Spring Thing 2008 | |
| Greg Boettcher will be running the Spring Thing Competition again next year, | |
| focusing on longer works of IF that must pass a quality control standard to be | |
| eligible. It's a great idea that never seems to attract the interest it | |
| deserves. Perhaps we can finally change that this time. Authors must notify | |
| Greg of their intention to enter and pay their $5 US entry fees by March 15 of | |
| next year, with the finished games being due on April 2. | |
| http://www.springthing.net/2008 | |
| IFDB | |
| Mike Roberts of TADS fame has just rendered a wonderful new service to the | |
| community: the IFDB (Interactive Fiction Database). Taking the IMDB (Internet | |
| Movie Database) as its obvious model, the IFDB is place for players to rate | |
| games and share their recommendations with others. That's how Mike chooses to | |
| describe it, anyway, but really he's selling himself short in doing so, for | |
| there are a host of other neat features to be found there, including a new and | |
| badly needed system for quickly and conveniently downloading and playing | |
| interesting games iTunes style, with the correct interpreter being automatically | |
| chosen or even installed if necessary. Check this one out, folks. It well and | |
| truly rocks. | |
| http://ifdb.tads.org | |
| Inform 7 for Linux | |
| The Linux version of the Inform 7 IDE has matured enough to stand beside the | |
| Windows and Macintosh versions as an officially supported port available from | |
| the Inform 7 website. Great news for those of you using Linux I'm sure. | |
| http://inform-fiction.org | |
| Textfyre on Gamasutra | |
| The professional game development webzine Gamasutra recently published an | |
| article on David Cornelson's new commercial IF company Textfyre, along with an | |
| interview with David. | |
| http://www.gamasutra.com/php-bin/news_index.php?story=15481 | |
| Command Lines: An IF Dissertation | |
| Jeremy Douglass has made his recently completed IF-focused PhD dissertation | |
| available online. The work, entitled Command Lines, makes a good argument for | |
| recasting the traditional narrative about IF history, treating the commercial | |
| era as a brief abberation rather than a sort of golden age. More interesting | |
| still, though, are his close crtical readings of several works of modern IF. | |
| There's a lot here (almost 400 pages), so dig in. | |
| http://jeremydouglass.com/dissertation.html | |
| THE H.P. LOVECRAFT COMMONPLACE BOOK PROJECT by Peter Nepstad -------------- | |
| I've put together this article based on a recommendation by "Urbatain," who at | |
| the close of the project recommended that everyone write a little something | |
| about the project for the different IF magazines, he for SPAC, me for SPAG. The | |
| Spanish language article, an interview between all participants, is in SPAC #51 | |
| and a great read, if you read Spanish and/or are willing to copy/paste into | |
| Google Trans: http://www.caad.es/spac/spac51.htm. | |
| 1. In the Beginning... | |
| To start with, I was working on a series of Interactive Fictions based on early | |
| fantasy/horror authors who were inspirations to H.P. Lovecraft. I had just | |
| completed the first two in the series (based on stories by Lord Dunsany) and was | |
| working on a third, when around mid-February of 2007, I decided I hadn't read my | |
| Lovecraft in so long, that it was time to re-read those stories, as well. So I | |
| started with the books I had, and researched ones I didn't. I kept reading about | |
| Lovecraft's Commonplace Book -- his repository for story ideas that he never | |
| completed -- and got online to try tracking down a copy. | |
| Using the near-mystical powers of Google, I promptly stumbled onto a site that | |
| had posted information about an upcoming Lovecraft-inspired art exhibit in | |
| Switzerland, based on the Commonplace Book. [The site is Monster Brains, and one | |
| that I have bookmarked and now regularly visit, a compendium of monster art, old | |
| and new. The posting I stumbled across is located here: | |
| http://monsterbrains.blogspot.com/2007/01/exhibit-of-unspeakable-things.html]. | |
| Reading through the invite to exhibit, I immediately noticed two things: One, | |
| that it looked like a cool project, and Two, that I had already missed the | |
| deadline for Artists contracts, but the confirmation of artist participation | |
| deadline was still a couple weeks off. But it immediately struck me that the | |
| Commonplace Book ideas would make natural jumping-off points for works of IF. I | |
| mean, take this example: | |
| - "Ancient and unknown ruins, strange and immortal bird who speaks in a language | |
| horrifying and revelatory to the explorers." | |
| or this: | |
| - "Individual, by some strange process, retraces the path of evolution and | |
| becomes amphibious." | |
| Great stuff. | |
| So, I did a little research. The exhibit was to be held at Maison d'Ailleurs, | |
| aka The Museum of Science Fiction and Utopias, which for starters, is a | |
| completely cool topic to have a museum for. It is located in Yverdon-les-Bains, | |
| a town in the French speaking region of Switzerland. The website is at | |
| http://www.ailleurs.ch/uk/index.php, and there you can find additional | |
| information about the museum, its collection, and the exhibits. The curator of | |
| the museum is Patrick Gyger, who has his own wikipedia entry here: | |
| http://en.wikipedia.org/wiki/Patrick_Gyger, and who has worked previously on the | |
| European Space Agency's ITSF project, which compiled all possible suggestions of | |
| Innovative Technologies from Science Fiction for space applications. What a | |
| project! Combing through science fiction books and documenting the best ideas | |
| for actual engineers and scientists to discuss and think about -- a visionary | |
| and inspirational project if there ever was one. | |
| The more I thought about it, the more I thought it would be possible to | |
| contribute a work of Interactive Fiction for the exhibit. And the more I thought | |
| about that, the more I thought that maybe some other authors would be interested | |
| in contributing as well. So, I sent Mr. Gyger an email that very same day. I may | |
| be too late because of the first missed deadline, I thought, but there was no | |
| sense wasting any more time. | |
| --------------- | |
| SUBJECT: An Exhibit Of Unspeakable Things: Request to Participate | |
| I have just today discovered your plans for "An | |
| Exhibit Of Unspeakable Things" and am very interested | |
| in somehow participating in the exhibit. | |
| However, my chosen media is "Interactive Fiction." In | |
| short, I write text-based, interactive stories that | |
| can be played on a computer. | |
| I am currently working on a series of stories adapted | |
| from the works of Lord Dunsany. For example, see the | |
| adaptation of THE EBB AND FLOW OF THE TIDE, here: | |
| http://www.ifwiki.org/index.php/The_Ebb_and_Flow_of_the_Tide | |
| --------------- | |
| And so my memo began. A little background, a little explanation, and the Lord | |
| Dunsany game to give him an idea of what I was on about (note I linked to the | |
| ifwiki page for the game, which I felt gave the cleanest introduction to the | |
| work, compared to other sites). I went on to make my proposal: (1) that I write | |
| a game for the exhibit, (2) that I get other IF authors to write games for the | |
| exhibit, and that I would (3) provide at least one work in French. At this time, | |
| I had absolutely no idea how I might pull that off, but it seemed like the right | |
| suggestion to make for the venue in question. I added a couple links, to JOURNEY | |
| OF THE KING (my second Dunsany game) and a review of 1893 (so that he knows I am | |
| not just some completely random person emailing him out of nowhere), and I hit | |
| send, and waited. | |
| It didn't take long to get a response: | |
| -------------- | |
| SUBJECT: re: An Exhibit of Unspeakable Things: Request to Participate | |
| Dear Peter Nepstad, | |
| Thank you for your email regarding our exhibition. | |
| These works you link to seem very interesting. The Ebb and Flow is | |
| great (although I haven't made very good progress in the game, I must | |
| admit)... | |
| Your idea is very original and we'd be very happy to pursue this | |
| further. Something in English + French would be great, so that it | |
| would somehow be of interest to different types of audiences. | |
| How can I assist you in this project? Also, let me know if I can give | |
| you more info about the exhibit. | |
| --------------- | |
| I was very impressed that he took the time to download an interpreter and | |
| download a game and play it before responding (and also he of course showed | |
| great taste in his appreciation of the game! :)). At the same time, I had to | |
| laugh -- of course, my most rash proposal -- sending a game in French -- was one | |
| he seized on immediately. But it looked like it was a go, so it was time to get | |
| down to business. And really from that moment on, until the opening of the | |
| exhibit in October, I spent some time every single week emailing dozens of | |
| people, working with the museum and other authors, developing my game, running | |
| the comp, creating a user interface for all the games, making sure they worked, | |
| and getting them to the museum in time for the opening. So there are really two | |
| lessons about this project for everyone: First, you don't know if you can do | |
| something unless you ask. Second, you'd better be prepared to back up your | |
| request with a lot of work. | |
| - "Drowning sensations�undersea�cities�ships�souls of the dead. Drowning is a | |
| horrible death." | |
| 2. Inviting Other Authors to Participate | |
| I resolved in my mind that the exhibit would simply not be possible without a | |
| contribution from some French language authors. I thought this was a great | |
| opportunity for a global project, and excited at the prospect, but at the same | |
| time was (1) mostly unfamiliar with the French IF scene, and (2) took a couple | |
| years of French in High School but that was a loooooooong time ago. So it looked | |
| like I needed to find a bilingual French author at that. I decided to contact | |
| "JB", because he recently released a high quality French game that included | |
| graphics, called Ekphrasis, which was favorably discussed. I sent him an awkward | |
| message soliciting his interest, which is now saved for all to see in the French | |
| IF forum, located here: http://ifiction.free.fr/forumBB/viewtopic.php?t=263. | |
| Again, I was pleasantly surprised at the interest and excitement generated by | |
| the request. And I knew that we were going to make something happen, when JB | |
| included in his response: | |
| ...I already have written a piece of IF in french about the Lovecraft universe | |
| called "dreamlands", and it won the 2nd place at the 2006 french comp. Actually, | |
| I am a big fan of the Lovecraft works... | |
| The proposal generated enough interest among French authors that they decided to | |
| create a single work by multiple authors, each tackling one entry in the | |
| Commonplace Book. This was not exactly to the specifications of the exhibit | |
| (which required each work be inspired by only one entry in the book), but I | |
| figured it was close enough, and a much more interesting project, as well. The | |
| "French Team" as I will call them were an inspiration to me for the project as a | |
| whole. I communicated for a time with JB, and then when other matters began to | |
| take his time, Eric Forgeot filled the gap. Because they were so pleasant to | |
| work with, I wanted to expand the scope of the project, and reached out to the | |
| Italian IF community, via Roberto Grassi, but in his words, they were "sleeping" | |
| at that time and decided not to participate. I did not know of any other | |
| languages that had an IF community at that time, or I would have reached out to | |
| them as well. In the event, a few weeks later, I received a communication from | |
| "Depresiv" requesting that the Spanish IF community take part, creating a | |
| collaborative game after the French model. Needless to say, I was thrilled, and | |
| the end product was quite astonishing in its professional presentation. The | |
| international contingent of the project was set. | |
| And then came the hard part: getting more English language games! Most authors | |
| wait for the annual IFComp to submit games, as when you do, you receive much, | |
| much more by way of feedback and reviews than you would at any other time of the | |
| year. Other competitions tend not to draw very many participants. But by this | |
| point, it seemed that inclusion would be the secret to the success of this | |
| project. So I opened the competition for Interactive Fiction. And I asked David | |
| Whyld to open a concurrent competition on the Adrift forums. My reasoning for | |
| having two comps was so that there could be an Adrift "Best in Show" along with | |
| a TADS/Inform "Best". In the event, David's entry was the only Adrift entry, so | |
| the two comps were combined. I also solicited the graphics-based gaming sites | |
| for entries, based on LASSIE, AGS, and other engines. The original announcement | |
| is online, here: | |
| http://groups.google.com/group/rec.games.int-fiction/browse_frm/thread/d49794384 | |
| c593cd4/8fa942f509bcbd14#8fa942f509bcbd14. | |
| The competition ran for eight weeks -- too short by many estimates to get a game | |
| completed, and many who expressed an interest unfortunately could not complete a | |
| game for the exhibit. For myself, I discovered that organizing a competition and | |
| trying to write a game myself for it is simply to much. I did manage to complete | |
| my entry, "Ecdysis", before the deadline, but it did not get properly tested | |
| until after -- illustrated by the six updated versions I eventually did to clear | |
| out all the bugs and kinks. I wrote most of the game during a business trip to | |
| Washington DC, which given the subject matter, somehow seems fitting. | |
| In the end, seven games were created for the project: one in French, one in | |
| Spanish, three in English, and two that were graphics-based. I had hoped for | |
| more, but in the event, the small number of entries meant that most of them | |
| could be featured at the museum, whereas with a larger group, far more would | |
| have to be cut from the program and alternate venues determined. My biggest | |
| disappointment with the competition game turnout was that there were no AGS | |
| games. I feel the AGS community and the IF community could easily cross over. | |
| Well, there's always next time. | |
| - "Hand of dead man writes." | |
| 3. "Best in Show" | |
| I wanted to give IF players a way to participate in the exhibit as well, and | |
| introduced the concept of voting for the "Best in Show" among the | |
| English-language games. I was reluctant to implement a more serious voting | |
| system because I felt that sometimes reviews for games that a player doesn't | |
| like are often disheartening for the author, and causes the player to | |
| unnecessarily dwell on games they would rather not. With a "Best in Show" voting | |
| system, instead, players could just focus on the game they liked the most and | |
| why and nevermind the others. (I wouldn't favor this system for the annual IF | |
| Comp, but it worked well here). In the event, all the games had some positive | |
| aspects, and among the many reviews that cropped up around the web, found people | |
| favoring each over the other for various reasons. I felt that it was probably | |
| inappropriate for me to manage the voting of a comp in which I had a game, and | |
| originally planned to not include my game in the competition, but because there | |
| were so few, I left it in; also after playing the other games, I didn't worry so | |
| much about winning, anyway! Jon Ingold's "Dead Cities" won "Best in Show," and I | |
| highlighted that on the Competition website. I also tried to give the game "pole | |
| position" in the exhibit and in exhibit materials. In the invite for the | |
| exhibit, for example, Jon is listed first over the rest of us poor slobs. In | |
| this way I could honor the votes cast by IF players. | |
| - "Lost winter day�slept over�20 yrs. later. Sleep in chair on summer | |
| night�false dawn�old scenery and sensations�cold�old persons now | |
| dead�horror�frozen?" | |
| 4. Other venues | |
| In addition to the Maison d'Ailleurs, I contacted every other Lovecraft related | |
| festival I could find that was running this year, via email. None of them | |
| responded to my messages, which generally introduced the project and tried to | |
| look for ways that the project could participate in their fests. | |
| - "To find something horrible in a (perhaps familiar) book, and not to be able | |
| to find it again." | |
| 5. Getting the Games to Exhibit | |
| Once the games were finished, released, and voted on, there was a lot to do to | |
| get them exhibit ready. First, bug-fix versions were released. Then, my game | |
| "Ecdysis" and Jon Ingold's "Dead Cities" were updated to exhibit versions, with | |
| hypertext linking to make it easier to interact with the work in a gallery | |
| environment. Finally, there was a user interface that needed to be created that | |
| could launch all the games consistently and easily. This was difficult to | |
| achieve, but eventually I decided on an extremely low-tech way of launching the | |
| games: a web page with large, clickable images, one for each game, which ran | |
| batch files that opened the games in their appropriate players. (I've never | |
| designed a webpage this way before, but I actually created it in PowerPoint 2007 | |
| and converted it to HTML using its built in converter. Actually, I thought it | |
| turned out pretty well and took care of a lot of problems that I would have had | |
| to code around. I especially liked the way the web page it produced would | |
| automatically resize the graphics depending on the size and shape of the browser | |
| window. The resulting file was huge, but that didn't matter since the package | |
| would be installed locally.) By this point it was early October, and I was | |
| getting a bit nervous that the show would come off at all. After all, we worked | |
| the entire time without contracts among any of the parties, just by mutual | |
| agreement and friendly discussion. It isn't a bad way to operate, but there is | |
| always the chance that it would all amount to nothing. I contacted Emily Short | |
| and got her permission to include her Introduction to Playing IF guide as a | |
| printout to have on hand at the exhibit, bundled it together and sent it all | |
| off: | |
| SUBJECT: Re: HPL exhibit: Interactive Fiction - Final Package Interface | |
| I've completed the interface package, and believe | |
| everything should work. Also, I've included a few | |
| instructional files that you may wish to print out and | |
| have near the computer terminal... | |
| And a few days later, just a couple weeks before opening, Mr. Gyger responded: | |
| Hi Peter, | |
| All this was extremely clear, thanks so much! Not all worked | |
| completely, but one of our staff is a computer geek and he sorted it | |
| out in no time... So all works fine. It's really fun and easy to use | |
| now, and I'm sure people will enjoy this tremendously! | |
| ------- | |
| And I hope they are. | |
| - "Ancient castle within sound of weird waterfall�sound ceases for a time under | |
| strange conditions." | |
| 6. A couple final thoughts | |
| Because there were so many different resources working all over the globe on | |
| this project, it was extremely difficult to project manage. It would have been a | |
| lot easier if my original proposal was smaller (for example, just me), but it | |
| just didn't seem as though that would have been very fun. Working on this | |
| project, for the most part, was. It remained fun because everyone involved was | |
| respectful, interested, and pleasant to work with. | |
| There were a couple disappointments: I had hoped to try and get some of the game | |
| transcripts in the exhibit catalog, but they were too long. Another author and I | |
| trimmed ours down to tiny little 300 word snippets and resubmitted, but the | |
| catalog was off to the printer by then. It is a shame, as the catalog as it | |
| turns out is a nifty little hardcover book! I also at one point hoped to put the | |
| games together on a CD-ROM. But because I was unable to connect with any | |
| Lovecraft festivals, there would be no venues through which I could at least get | |
| a return on the investment. And finally, it is a shame there were so few reviews | |
| of the games by members of the IF community, though this gap has at least in | |
| part been filled by bloggers with an interest in casual gaming and Lovecraft who | |
| have commented on the works. | |
| But these disappointments are small. Weighing this on the other side, we | |
| successfully completed a project that included Interactive Fiction authors | |
| writing in three different languages, and I hope future competitions will | |
| consider setting their parameters to include them as well. (Next time: try to | |
| get the Italian and Russian IF communities on board, too!). I met some great | |
| people, including Mr. Gyger, and my correspondents from the various IF | |
| communities, who I will surely try to gather together for drinks should my work | |
| ever take me to their cities. And the final result: the games have joined an | |
| exhibit for which they were never requested in the first place, and a new venue | |
| for Interactive Fiction has been opened up: IF in art galleries: the wave of the | |
| future? Who knows. They are there. When working on the project on a day to day | |
| basis, it always seemed such a simple thing, a commonplace thing, but when | |
| judged from a distance, it can be seen that, like Lovecraft's Commonplace Book, | |
| sometimes "commonplace" is anything but. | |
| THE SPAG INTERVIEW ------------------------------------------------------- | |
| I recently conducted the following joint interview with David Cornelson, Michael | |
| Gentry, and Graeme Jefferis. David is of course the driving force behind | |
| Textfyre, a new company which aims to market commercial IF titles to young | |
| adults. David, Michael and Graeme are the team behind Textfyre's first game, | |
| entitled Secret Letter and planned for release... well, just as soon as it's | |
| done. | |
| JM: Anyone who follows the IF community at all is probably familiar with David | |
| Cornelson from his multitude of projects -- creating the IF Wiki and | |
| publishing the Inform Designer's Manual on paper are but two -- and Michael | |
| Gentry from his two IF classics Little Blue Men and Anchorhead. Graeme is | |
| something of a new figure on the scene, though. Perhaps you could tell us a | |
| bit about yourself, how you became interested in IF, and how you ended up with | |
| Textfyre? | |
| GJ: I've mostly kept quiet in an attempt to foster an air of enigmatic mystique | |
| -- really entirely as a ruse to hide the actual unremarkability of myself and my | |
| everyday life. I'm a 28 year old software developer from Portsmouth, UK; now | |
| living in Edinburgh with my fiancee, who is a disabled person I care for, and | |
| her son, who I am of course step-father to. | |
| It sounds terribly corny, but IF really has always been part of my life. My | |
| earliest memories involve watching my dad play Melbourne House's "The Hobbit" on | |
| the ZX Spectrum; and later I graduated to play some of the classic adventure | |
| games: by Infocom, Acornsoft, Level 9, Magnetic Scrolls. I was lucky enough to | |
| catch Graham Nelson's series of articles in Acorn User magazine back in the | |
| mid-90s, so that's how I stumbled across Curses! and the old gmd.de archive, and | |
| the then-nascent IF scene. | |
| As for Textfyre, I think I got in touch with Dave right away after reading his | |
| initial announcement, I was that excited about it. But there's no great mystery | |
| or magic there either; it was a job I applied for and I'm very grateful to David | |
| for allowing me the opportunity to come on board. | |
| JM: David, you have made it clear that you feel that IF that is sold | |
| commercially must present a more attractive, professional face to the player | |
| than most of the interpreter / game combinations that are currently available. | |
| Perhaps you could tell us, in as much detail as you feel comfortable with, how | |
| it will feel to play a Textfyre game. How extensive will be your use of | |
| multimedia assets? Will there be shortcuts such as word choice menus? I am | |
| envisioning something similar to the old Legend games of the early nineties. | |
| Am I in the ballpark? | |
| DC: No, I don't think so. The interface we're developing is something entirely | |
| new. I'll try to give you a visualization as best I can. The user will execute | |
| our game by clicking on a Textfyre game icon. A glassy window will open with | |
| highly polished comic book graphic illustrations. The interface will show a | |
| scrolling list of saved game positions and/or the phrase "The Beginning". The | |
| user selects one of these and the select-game dialogue will fly or spin out of | |
| the window while the game UI elements spin into the window. | |
| The elements moving onto the screen include: | |
| - an open book with two panels, optionally switched to a single wide panel. | |
| - a 3-dimensional hint element that can be manipulated to retrieve hints about | |
| various topics. | |
| - context-sensitive help. | |
| - a 3-dimensional compass rose. | |
| - a title bar (similar to the status line. | |
| - a map element that can be manipulated by dragging it to the center of the | |
| screen or by clicking on it or by using function keys. As its dragged, it | |
| will expand. A slider control will allow you to alter the opacity. | |
| - a conversation window, which will be similar to menus, but prettier. | |
| All of the illustrations and text will be the highest quality. So the same type | |
| of font experience you get with the hobbyist interpreter front-end Gargoyle; | |
| we're going to have a similar presentation. | |
| There are a couple of other features we're going to introduce that I'm keeping | |
| under wraps because they're very special and will coincide with our marketing | |
| efforts. | |
| JM: So, tell us about Secret Letter, the game you are writing. What's it | |
| about? Where is it set? Genre? | |
| MG: In Secret Letter, you play Jack, an orphan growing up in the city of Toresal | |
| in northern Miradania. When hired mercenaries start chasing you through the | |
| local marketplace, you are quickly swept up into a conspiracy that includes the | |
| powerful and devious Baron Fossville, your adventuresome best friend Bobby, and | |
| even the Royal Family. Why is Fossville after an orphan like you? Why is the | |
| Queen interested in Toresal? Why does Bobby drive you so crazy? It's a mystery | |
| story, with twists, reveals, and betrayals. It's a lot of fun. | |
| JM: You have developed a methodology for the creation of IF that is quite | |
| different not only from the current freeware model but also from that used by | |
| Infocom. Each game will be created by a team consisting of a designer, a | |
| writer, and a coder. Perhaps you could describe the model in more detail, and | |
| each of you could tell us about your role on the current project. How is it | |
| working out, both for the project as a whole and for each of you personally? | |
| DC: I'm going to give a lot of credit for the process working as well as it has | |
| to Mike. I started the process with a lot of conceptual elements, started the | |
| design, but once Mike got seriously involved, he really made the design document | |
| come to life. Mike and I went back and forth on the design elements and then | |
| Mike took over to work in the prose. Once we got to a point where we felt it was | |
| mostly complete, we brought Graeme in to begin coding. He completed the first | |
| cut of code in less than two weeks. Now the design and writing took over six | |
| months, but we're fairly sure we can improve on that as we become more | |
| comfortable with our processes. We're finalizing the last bits of the | |
| design/story and then we have to do what I call "finishing", which will be to | |
| have testers play it, and have a few editors go over everything to tighten it | |
| up, develop the hint tree, the help, and then we're done. Oh yeah, Graeme is a | |
| great Inform 7 developer. | |
| MG: In the writing department, the biggest challenge has been establishing a | |
| format that is easy for the programmer to convert into code, while not requiring | |
| the writer to know a lot about Inform. In IF the writing and the | |
| coding are difficult to separate, because the writer must pay attention to not | |
| only *what* the player will read, but *when* and *in what order* -- and those | |
| last two things are handled with code. I think we've managed to hammer out a | |
| good middle ground, where the writing document is structured according to | |
| certain coding coventions, without making reference to any specific coding | |
| language. | |
| All that said, the second biggest writing challenge has been hitting deadlines. | |
| GJ: David and Michael have loads of IF experience between them, and so it's been | |
| remarkably easy for me to take their design and implement it as Inform 7 code - | |
| and it helps that I7 itself is already so intuitive and feature-rich. I've found | |
| programming in it to be a pleasure; there's no doubt in my mind that it's been | |
| absolutely the right choice. | |
| JM: Tell us about the tools you are using. Inform 7 for the game, right? | |
| Subversion for bug-tracking, I believe? Tell us how you fit everything | |
| together into a managable team project. Any chance that any of your tools or | |
| techniques could be released for the use of other IF authors in the future? | |
| DC: We're using Inform 7, Subversion with Trac, Microsoft Word, and Microsoft | |
| Visio. We're also going to be developing side tools to help with complex | |
| conversation systems, but these tools will simply generate Inform 7 syntax. | |
| It's entirely possible that we will share some of our internal processes and | |
| tools with the hobbyist community. Now that Jesse McGrew has developed the VM | |
| and I've had a chance to get a working prototype running, it's very exciting | |
| to see and I would love to share our stuff with everyone (when the time is right | |
| of course). We're also going to be developing authoring tools that enhance the | |
| design and writing processes and as those are completed and vetted, I can see | |
| those being opened up for everyone to use. | |
| JM: How are you handling the testing process? Have you already recruited a | |
| team of beta-testers? | |
| DC: Nothing formal yet. We've had a few inquiries, but so far we're keeping | |
| things pretty closed. We have just recently received some feedback from a few | |
| eleven year old market testers and the results were actually great. They were | |
| excited about the idea of being the main character and the parser almost no | |
| impact on their enthusiasm. They simply asked direct questions on how to do | |
| things. When the prototype has the help and hints implemented, these kids will | |
| probably fly through an episode in a few hours, which is exactly what we're | |
| targeting. We also received some interesting marketing ideas from the testers | |
| that we need to move on. They had some ideas that they thought would make the | |
| whole thing a slam dunk with their age group. For now, those ideas are top | |
| secret. | |
| JM: Will Secret Letter be the first release from Textfyre? And can you tell | |
| us a realistic release date for both it and for your other games in | |
| development? | |
| DC: Secret Letter will definitely be the first game, but a firm release date is | |
| still unknown. As I have said in the past, we'll get there when we get there. | |
| Now: once we get past the first published game, we'll be going full speed on | |
| every release thereafter and games will be appearing every month or two. I'm | |
| hoping that we can meet a Q1 release date, but I can't be sure. Maybe we'll | |
| honor Graham and Inform by releasing our first game on April 30th. | |
| JM: I would like to talk just a bit about your marketing plans for Textfyre. | |
| Your games will be (at least initially) download only, correct? Have you | |
| settled on a price? What about advertising? You have stated that you will | |
| target the young adult market that made Harry Potter such a success, but how | |
| will you reach that market with this new-fangled (to them) sort of interactive | |
| book? | |
| DC: Download is actually one strategy. We're also going to produce a CD version | |
| in a DVD case with a comic book. Online and mobile versions will follow soon | |
| after. One goal is to get Borders and BN to display our games in the young | |
| readers sections of their brick and mortar stores. Prices are likely to be in | |
| the $15 to $25 range. We're going to push our online marketing towards parents | |
| and school teachers. We may spend marketing dollars on magazines that connect | |
| with that audience as well. I'm also toying with the idea of putting special | |
| editions on smart USB thumb-drives. | |
| JM: I have a couple of questions that arise from Peter Nepstad's experience in | |
| selling 1893: A World's Fair Mystery. First, Peter feels that the only way to | |
| really get IF noticed is to sell it as a physical product in stores again. Do | |
| you agree at all, and do you have hopes of getting Textfyre's games into | |
| stores at some point? Peter also found from his survey of purchasers that his | |
| game's parser was just about the least-loved thing about it. Any thoughts on | |
| this rather disturbing piece of information? | |
| DC: We're planning to push physical product, no doubt. I take Peter's experience | |
| very seriously. On the parser subject, I think kids are a lot more forgiving. | |
| I've already done some testing in this area and kids generally feel challenged | |
| by the parser. Here's the deal. The Infocom parser wasn't all that great and | |
| they really didn't make a huge effort to provide a lot of assistance. But what | |
| they did do is create great stories. The humor and game play was fabulous and | |
| some of those games hold up extremely well, despite the parser. I'm not knocking | |
| Peter's humor or story, I like 1893 a lot. But I don't think he was focused on | |
| the same things we're focused on. We're trying to entertain kids. There's a | |
| sizable difference there. | |
| JM: David, you caused a stir of excitement recently when you revealed that you | |
| have been in touch with Activision about licensing the old Infocom properties. | |
| This won't happen, at least right away, but it does make me wonder what your | |
| plans for them were. To re-release them as is? To give them a facelift and | |
| general sprucing up and re-release them that way? Or something more | |
| ambitious? | |
| DC: I'd prefer not to say too much, but Activision was very interested in our | |
| proposal. We feel we have a chance to close that deal. When that happens and | |
| what resulting products are published is not something I'm ready to disclose. | |
| JM: Have you considered licensing other media franchises for Textfyre? | |
| DC: Yes. I have contacted J.K. Rowling's agent. I've also talked to a few | |
| prominent Sci-Fi/Fantasy authors about their willingness to partner on their | |
| existing works becoming IF games or on new material. | |
| JM: David and Michael, you were both recently interviewed for Jason Scott's | |
| forthcoming video documentary Get Lamp. Can you tell us a bit about the | |
| experience? | |
| DC: Jason came over, set up his cameras, asked a lot of grueling questions, | |
| packed up, and left into a snow storm. I barely remember what he asked or what I | |
| said. I'm likely to end up on the editing floor. | |
| MG: Jason is a formidably intelligent guy who thinks -- and sometimes talks -- | |
| about a hundred and fifty times faster than anyone I know. He pointed the camera | |
| at me and I did my best to not come across as a complete doofus. Unfortunately, | |
| we had to cut our time short because my neighbor's home-improvement project kept | |
| intruding on the soundtrack. But with any luck, in the final cut of the film | |
| you'll see a 2-second snippet of me sitting there with my mouth hanging open. | |
| JM: Finally, I have to ask a purely selfish question just to Michael: what | |
| does all this Textfyre activity mean for our Special Edition of Anchorhead? | |
| Has this been put on hiatus for the time being? | |
| MG: Yeah, unfortunately I've had to put Anchorhead SE on hold for a while, but | |
| it's still something I'm excited about and have every intention of finishing. | |
| When Secret Letter is wrapped and the second game is underway, we should have | |
| our process organized enough that I'll have time to start working on it again. | |
| In the meantime, Inform 7 will have had a chance to percolate a bit more, which | |
| ultimately means more/better/cooler features when Anchorhead SE is finally done. | |
| JM: Huge thanks to all three of you for taking time from your work with | |
| Textfyre to do this interview! | |
| KEY TO SCORES AND REVIEWS-------------------------------------------------- | |
| Consider the following review header: | |
| TITLE: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| VERSION: Release 23 | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Authors may not review their own games. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Maureen Mason (antares SP@G well.com) | |
| When the fall 2007 Spanish-language IF COMP was announced on r.g.i-f, I decided | |
| to be a IF tourist and give it a go. I'd tried some non-English games from time | |
| to time but never got far, finding myself defeated by playing "guess the verb" | |
| and not knowing whether the fault was mine or the game's. The Spanish comp | |
| proved welcoming and very fun: not only did I discover several well-polished | |
| and original games but also a community of friendly IFers ready to give hints | |
| and encouragement. If you're curious about international trends in IF, or are | |
| just looking for a game that feels fresh, I recommend you brush off that | |
| language you took in college, fire up a decent online dictionary, be willing to | |
| ask for hints, and take the plunge. | |
| The Spanish language comp ("FICOMP") has a different theme every year: in 2007 | |
| it was science fiction. The games were discussed on the community's web forum | |
| (www.caad.es/foro) all through the judging period, and authors regularly offered | |
| hints there and responded to player critiques. Four games were submitted in | |
| 2007, all quite thoughtful and polished. The overall winner "Macetas" (Best | |
| Game and Best Story) by Incanus from Chile, aka Juan Sebastian Armas Maturana, | |
| is a mystery set on an asteroid mine and stars a funny, jaded space worker with | |
| an anti-authoritarian streak reminiscent of Jayne in "Firefly" or one of the | |
| Marines with Ripley in "Aliens". The game was a sequel to Incanus' 2006 FICOMP | |
| winner "Goteras" (see http://www.caad.es/incanus for download links to both | |
| games). | |
| Two of the 2007 games were entered by a single author, Jarel aka Luis David | |
| Arranz Perez from Madrid, and for comp entries they were surprising in their | |
| range and polish. "Edificio 25" was a well constructed puzzle-box, "Regreso al | |
| Eden" (which won Best Puzzle) an action-packed epic. They both contained high | |
| quality, homemade multimedia, including original music and sound fx, and Eden | |
| had some excellent animation made using layered PNG images and an Inform-Glk | |
| real-time function. This is an author who knows how to make a game *move*, and | |
| both of these stories included some of the best chase scenes I've ever | |
| experienced in IF. | |
| I've always been drawn to "literary" IF. I tend to side with the narrative over | |
| the crossword, and so really appreciate the advances in interactive | |
| storytelling--evocative writing, branching plot-lines, multiple endings, | |
| increasingly sophisticated NPCs--that I've seen in the English-speaking IF | |
| community. Imagine my surprise when I discovered that Jarel's games, though | |
| difficult and puzzle-laden, were just terrific fun. His immersive action | |
| sequences and multimedia effects come closer to a good graphical adventure game | |
| or videogame than any IF I've tried. His games feel choreographed, or | |
| cinematic, not only because of the graphics but because timed sequences and well | |
| integrated puzzles--this author has the enviable ability to just churn out good | |
| puzzles effortlessly--keep the story and the player in motion. The effect is | |
| fun and original and more than a little addictive. | |
| TITLE: Edificio 25 (Building 25) | |
| AUTHOR: jarel | |
| E-MAIL: genhag SP@G yahoo.com | |
| DATE: September 1, 2007 | |
| PARSER: InformATE 6 (Spanish) | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware; IF-Archive | |
| URL: http://usuarios.lycos.es/gen/av_aventuras.html | |
| VERSION: 1.0 | |
| El Edificio 25, at its core, is a treasure hunt set in a puzzle-box of a mansion | |
| inhabited by nonconversational NPCs who variously help, hinder or ignore the PC. | |
| But what a mansion! The setting is retro-futuristic or quasi-steampunk, spiced | |
| with a dash of horror, and you are as likely to come across an elegantly dressed | |
| android servant amid old-world furnishings as a Frankenstein-style talking head, | |
| dirigibles, vast libraries that violate the laws of physics, groomed gardens, | |
| high-tech surveillance robots and more. The atmosphere is enhanced by black- | |
| and-white photos that accompany room descriptions, as well as music and other | |
| sound effects ranging from echoing footsteps to birdsong to humming forcefields | |
| to eerie laughter from far-off rooms. | |
| Some IF players can't hear the sound effects in games, or just find them | |
| annoying. Jarel's effects are very professionally done, and normally fade out | |
| to silence, only persisting in a very few situations. Sounds that alert you to | |
| possible danger, like approaching footsteps, are also described in the text so | |
| if you prefer to play without sound, you can just toggle the command "sonido" to | |
| turn them off. I recommend trying out the sound if you can. There are a few | |
| scenes where it is extremely immersive, including one where you are threatened | |
| by a surreal, manic character and another where the *absence* of sound suddenly | |
| becomes very threatening, making you suspect that someone is waiting to ambush | |
| you. | |
| At first Edificio 25 struck me as overly chilly and spare--the PC is a complete | |
| cypher ("Citizen 429") and there is only a bare outline to the story--but the | |
| game drew me in and became quite addictive as the puzzles built up. The mansion | |
| opens up to you as you find pieces of what you need in one area and move on to | |
| the others. The puzzles are well-clued and interlaced in interesting ways. | |
| Best of all, many actions and objects are implemented, so you don't have to play | |
| guess-the-verb (this is really important if you are playing the game in a | |
| foreign language), and the game nearly always rewards further exploration and | |
| thought any time you are stuck. While the house seems rather static at first, | |
| you quickly discover that the androids who are drifting through it--part of a | |
| vast number of humanoid workers that were constructed to serve a dwindling and | |
| now completely passive human population--have agendas of their own. They may | |
| ignore you, help you or even try to kill you. | |
| In fact, you won't enjoy this game if you hate to be killed. As the game | |
| progresses, missteps can be fatal and undo (or reload) will be your friend--the | |
| game's Inform-based parser responds to "undo" even though the stock game-over | |
| message doesn't offer you this choice. At first the threat of violence is only | |
| implicit, or perhaps discovered by accident--e.g., a dignified android playing a | |
| haunting melody at the piano will, if provoked, stand up and instantly beat you | |
| to death with a chair!--but eventually you reach a point in the story where you | |
| must respond with the right moves very quickly, i.e., in one or two turns, or | |
| die. | |
| Edificio's endgame has a short action sequence that has the feel of a good movie | |
| or arcade game, and puts to use everything you've learned so far about how to | |
| avoid being chased down and killed. Every move counts. You fumble with doors, | |
| try to remember which way to run, think about what you might use from your | |
| inventory--there is no time to waste a turn looking at anything. Instead of | |
| being just annoying or artificial, this is actually quite suspenseful and I felt | |
| a real sense of accomplishment when I *didn't* have to undo or reload a saved | |
| game. | |
| My one major criticism of the game is that a central puzzle, evading a killer | |
| android known as a "Narizotas" (apparently it stalks you by smell, using its | |
| "nariz"), is extremely difficult and game-stopping if you are unable to solve | |
| it. The author plans to revise this puzzle in his next release of the game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Maureen Mason (antares SP@G well.com) | |
| TITLE: Regreso al Eden (Return to Eden) | |
| AUTHOR: jarel | |
| E-MAIL: genhag SP@G yahoo.com | |
| DATE: September 1, 2007 | |
| PARSER: InformATE 6 (Spanish) | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware; IF-Archive | |
| URL: http://usuarios.lycos.es/gen/av_aventuras.html | |
| VERSION: 2.0 | |
| Jarel's second entry in the FICOMP, "Regreso al Eden", is an ambitious space | |
| opera with the length and quality of an excellent commercial graphic adventure- | |
| -in fact, it was far too long for a comp game and few people finished it in | |
| time. Extensive action sequences, punctuated with blocks of text, tell a | |
| complex and well-written story. There are long conversational cutscenes, | |
| beautiful cinematic multimedia and constant video arcade-style obstacles, where | |
| you have to make the next right move or be killed. It was one of the most | |
| original and polished pieces of IF that I have played in a long time. | |
| Here's how the story begins, zooming you in from the galaxy to the middle of a | |
| firefight. If you want to try it, type "fuera" at the first prompt in the | |
| game's prologue. (Note: Translation and all the ellipses are mine.) | |
| "The human race left the solar system and expanded into the galaxy, flowering | |
| into two great empires, Napua and Masanai. In the Uruma system, the ship Tanis | |
| takes off from the Vegan cruiser Eberrenan and heads towards the Trisolian | |
| system... Forest creatures flee into the shadows as the Tanis lands. The ship | |
| tears at the vegetation with gusts of turbulence, flooding the surrounding | |
| forest with light and expelling a hot cloud of gas from the reactors. The | |
| airlock opens and a group jumps to the ground: four humans and numerous android | |
| BARP troops... "Ten to the entrance and five here!" The BARP obey. Some start | |
| to shoot their way down the corridor; the rest deploy around the entryway and | |
| then let go with all of their firepower. "I think this is it," Gina Lambo says, | |
| her voice shaking slightly as she holds up one of the discs. Neka takes it and | |
| snaps it into a protective case. "Let's go"... Debris is falling from the roof | |
| and walls, burying pieces of the BARP robots th! | |
| at have already gone down... You press yourself to the floor at the south end | |
| of the room. On the other side--to the north--Gina Lambo and Mondur have | |
| barricaded themselves behind a fallen structure. | |
| You can see a protective case." | |
| All of this is accompanied by beautiful graphics at the top of the screen, along | |
| with the sounds of the battle. There is only one move that can save you; all | |
| other options--including waiting too long to figure out what to do--lead either | |
| to capture or instant death. | |
| This opening exemplifies both the strengths and weaknesses of the game. The | |
| story is overwhelming at times, and it's hard to keep track of the various | |
| alliances, empires, and character names without taking notes. On the other | |
| hand, the game uses the story's large sweep to move you between worlds, and back | |
| and forth in time, and also between four different major PCs. For example, | |
| early on you switch from playing the main character, a mercenary who steals a | |
| data disc holding the key to a powerful alien technology, and become the | |
| military commander on Masanai who is supervising the forces trying to capture | |
| him. This makes for an interesting story experience as the two characters' | |
| agendas conflict and, as more treacheries and twists are revealed, begin to | |
| coincide. | |
| The other feature which is outstanding is the immediacy of the danger you feel. | |
| You hit the ground running, escaping one Indiana Jones-like trap only to run | |
| straight into the next. Lost that group of bounty hunters who were hot on your | |
| heels? Managed to avoid drowning horribly in that tunnel with the water rising? | |
| You can be sure when you turn the corner you'll find a sentry has just caught | |
| sight of you, or a vicious pack of alien wolves is running your way. Together | |
| with the excellent multimedia effects, this really lets you know you are not | |
| reading a book. You are playing a game! | |
| Of course, some people will hate this experience of being chased and harried and | |
| killed. After all, in a *bad* videogame it's just boring and frustrating to | |
| keep failing and dying and having to restart. You will most likely be using | |
| "undo" (or save and reload) early and often. And yes, the story, at its core, | |
| has a linear plot with puzzle after puzzle that you must solve to advance. The | |
| reason I had fun in spite of this limitation was that those puzzles are very | |
| smart and very fair--even the ones that involve (mercifully short) mazes. | |
| (Note: I was surprised to find that just about every FICOMP game had a maze of | |
| some kind. Clearly mazes do not have the bad reputation in Spain and Latin | |
| America that they have elsewhere.) Also, there are often alternative solutions | |
| to the puzzles. For example, the mountain range that the fugitive PC must cross | |
| in the first part of the game has three separate routes through its subterranean | |
| tunnels, each with different obstacles of its ! | |
| own. Finally, there are in-game hints which are clever and lighthanded and | |
| never spoil the satisfaction of solving a puzzle (just type "pista" to see if a | |
| hint is available). If there is no hint at your location, that's a sure sign | |
| you are in cul-de-sac and need to search for the solution elsewhere. | |
| One persistent drawback to this game, however, is that because there are so many | |
| locations--this game is just huge--you will be getting the "That isn't important | |
| right now" message a lot. This is not a game where you can leisurely explore | |
| scenery, lovingly implemented. You don't have to let this spoil the immersion | |
| for you, though. Just take it as a sign to keep moving. | |
| My one major criticism of the game is that by the second half I began to get | |
| impatient with long blocks of text that broke up my interaction with the story. | |
| There are so many interesting plot twists, hidden identities and double crosses | |
| in this game that I found myself wanting to *make* some character choices | |
| instead of just reading about them. Is that shipmate who is behaving | |
| suspiciously a spy? Should I trust an enemy who insists he has changed sides? | |
| I longed for some agency to act on the conclusions I was drawing, the way I can | |
| in some of Emily Short's games or in a role playing game, where my choice of | |
| allies has consequences. The author seems aware of the difficulty of keeping | |
| players engaged in such a long linear game and keeps injecting new elements, | |
| including a brief (and very funny) menu-driven NPC dialog, a chess-based puzzle | |
| and a space-navigation logic puzzle. In the end, the fresh puzzles and my | |
| desire to see how the story came out kept me going. | |
| Overall Regreso al Eden is quite a feat, and Jarel's two games in the FICOMP | |
| showed a remarkable range. I really look forward to playing whatever he makes | |
| next. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Michael Bacon | |
| [I was unable to reach Michael to thank him for his review, as the email address | |
| he provided did not work. So Michael, if you're out there, drop me a line! -- | |
| JM] | |
| TITLE: Floatpoint | |
| AUTHOR: Emily Short | |
| E-MAIL: emshort SP@G mindspring.com | |
| DATE: September 30, 2006 | |
| PARSER: Inform 7 | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware; IF-Archive | |
| URL: http://emshort.wordpress.com/my-work/ | |
| "Good" is not high praise. It is praise though, and I praise Floatpoint with | |
| disappointment. | |
| Puzzles are of little importance or challenge in this mildly short work, which | |
| is a matter of little consequence, because the focus is on story, artful prose, | |
| and player choice rather than on player ability. The final "puzzle" is really a | |
| decision reflective of a particular player's reaction to the primary situation | |
| portrayed in the story. This sandbox-esque element of the game is rewarding by | |
| way of its delicate responses to each choice. | |
| Emily Short's prose is good, and her morally-interested science fiction world is | |
| exceptionally well-developed, mostly by way of careful descriptions, for so | |
| short a story. Most prominently, several of the endings and player-character | |
| flashbacks made me want to think more highly of the work than when analyzing it | |
| as a whole. It impressed some emotions and concerns upon me, as intended. | |
| The overall design of Floatpoint is elegant, as one would always expect of | |
| Short, but the actual implementation is oddly impaired by several odd bugs which | |
| do not prevent the completion of the game. One of them, however, starkly | |
| emphasizes the necessity of disbelief in the fiction before the reader/player | |
| which had been so well built up by descriptive writing. Now, nearly a year later | |
| (in the midst of IF Comp 2007), these problems have still not been addressed, | |
| which confuses me further since it is the fiction of such a productive and | |
| usually, I felt, meticulous designer. | |
| Floatpoint is not in the same category as the strongest of Emily Short's | |
| interactive fiction, but its worth is very much equal to the time one puts into | |
| it. I recommend it to the many who seem to have only completed one or two of her | |
| pieces, but not as highly as some of her other works such a person might have | |
| missed. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Valentine Kopteltsev (uux SP@G mail.ru) | |
| TITLE: Ghost of the Fireflies | |
| AUTHOR: Paul Panks | |
| DATE: September 30, 2007 | |
| PARSER: home-grown | |
| SUPPORTS: MS-DOS | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://if-archive/games/competition2007/windows/firefly.exe | |
| This review is going to be somewhat unusual, in that it's only going to | |
| describe the positive aspects of the game. The reason? Well, this work's | |
| author is Paul Panks. I think that over the last few years, he had the | |
| opportunity to gain more than enough information on things people *don't* | |
| like about his games; I myself rated the vast majority of them a one. Ghost | |
| of the Fireflies, on the other hand, while still problem-ridden, does | |
| represent a major change. It still hardly can be recommended to most players, | |
| but it shows potential; at the very least, it isn't a slightly modified | |
| version of one and the same text RPG with rearranged locations and | |
| repositioned monsters, as, say, all his entries in the last year's Comp were. | |
| Thus, this review is more for the game author himself than for the players; | |
| FWIW, there is certainly at least one person who'd be going to like his games | |
| better if he took account of my comments in his future projects: me. | |
| So, first of all, I'd like to concentrate on the technical aspects. Let's | |
| start with *the parser*. | |
| A short digression: I'm not someone who'd complain about the parser just | |
| because it isn't advanced enough. In particular, I can be pretty content with | |
| a two-word parser -- provided it doesn't impede gameplay. In the context of | |
| most Mr. Panks' works, the parser was pretty adequate; in GOF, he seemed to | |
| exceed himself by even making it customizable. Also, kudos for removing the | |
| "feature" that was so annoying in earlier games -- now "EXAMINE" can be | |
| abbreviated to "X". I don't even mind being called a "weirdo", although I | |
| suspect that's partly because Russians generally are more immune against | |
| insults (this last remark has nothing to do with chauvinism -- I believe such | |
| an attitude is just a matter of training; in everyday life, an average | |
| Russian citizen has to deal with rude behavior and offenses a lot more than | |
| most Americans or Europeans). | |
| Another purely technical improvement is *the multiple save feature*. While | |
| it's not free of bugs, it'd certainly help in any at least the slightest bit | |
| advanced RPG -- especially after the problems are sorted out:). | |
| Now, I start crossing the bridge between technical and creative aspects of | |
| the game's design, for *the battle system* can be put into either of these | |
| categories. Panks chose single-step combat for this particular work, allowing | |
| the player (at least theoretically) to select a weapon and/or an action (such | |
| as "hit", "run", "cast a spell", etc.) after each turn. As funny as that | |
| might sound -- it even didn't matter none of those options seemed to work; | |
| such a system is clearly a step forward compared to fully automated fighting | |
| most of his other works sported. I felt the author was on the right track | |
| here; of course, the ultimate answer would be a combination of both | |
| approaches (letting the player switch forth and back between the two modes | |
| any time (s)he wants; say, use step-by-step for developing the optimal | |
| tactics for defeating a specific enemy, then change to automatic mode once | |
| one made sure the tactics works, and then returning back to single-step if | |
| something goes wrong). | |
| Now, to *puzzles*. So feeble they may appear against the ones of any decent | |
| modern game, they represent a great progress compared to previous works by | |
| Panks I played. In particular, I liked the "rainbow wall" puzzle: on one | |
| hand, it's not trivial, on the other hand, it's actually recognizable as a | |
| puzzle (although it's also a bit guess-the-verb'y, and can be solved by brute | |
| force). An approach to keep up (and to improve, of course)! | |
| Finally, I'd like to praise the game's *writing, atmosphere, and backstory*. | |
| The backstory may be inconsistent, but at least (again, contrary to most | |
| other works by Mr. Panks I've seen so far) it's there. The writing is | |
| probably the best thing about the game: it's somewhat uneven, but (oh no, I'm | |
| starting talking in cliches!) it hints at brilliance. I also appreciate the | |
| amount of personality the author gave to the player character and the NPCs. | |
| Yeah, I read in other reviews that the dog who follows you around through the | |
| whole games is one of the most annoying sidekicks in IF-history, and, | |
| speaking objectively, it even may be true (although I for myself didn't mind | |
| having him around at all); but it's still better than having no other company | |
| than primitive monster bots for NPCs. (BTW, the few enemies in the games I | |
| encountered had a personality of sorts, too.) | |
| Now, don't get me wrong: Ghost of the Fireflies is by no means a good game -- | |
| it's bug-ridden, it's barely playable, and has lots of jokes most people (me | |
| excluded, though) would find offending. Still, it's probably the first game | |
| by Mr. Panks that made me wish seeing an updated, decently debugged and | |
| polished version of it. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Valentine Kopteltsev (uux SP@G mail.ru) | |
| TITLE: Lord Bellwater's Secret | |
| AUTHOR: Sam Gordon | |
| E-MAIL: sam_r_gordon SP@G hotmail.com | |
| DATE: September 30, 2007 | |
| PARSER: Inform 7 | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: Freeware; IF-Archive | |
| URL: http://if-archive/games/competition2007/zcode/bellwater/bellwater.zblorb | |
| All the way while playing Lord Bellwater's Secret, I couldn't help myself | |
| comparing it to the game by the same author I reviewed in the previous SPAG | |
| issue, Final Selection. It must be said LBS gives lots of occasions for such | |
| a comparison. Even more, in many respects it seems to be a downsized version | |
| of the older game, although initially, it hints at a better developed | |
| backstory. | |
| First of all, both works are essentially one-(Victorian)-room games. The | |
| clever idea with the PC moving to a "sublocation" within the room when he | |
| wants to manipulate a specific item is still there, too; the problem is -- | |
| well, I've seen it before. Now, don't misunderstand me -- there is nothing | |
| wrong with the author repeatedly using his own code in later projects; it's | |
| just not as impressive when you see exactly the same thing for the second | |
| time. | |
| Another aspect where LBS clearly loses points (at least, in my eyes) in | |
| comparison to its predecessor are the puzzles. In Final Selection, they were | |
| challenging and creative, with cleverly inserted red herrings. Here, we have | |
| a really great starter (and I do mean it's great -- not too difficult yet not | |
| totally trivial, either, evoking that "aha!" feeling so often mentioned in | |
| reviews), followed by a sequence of "read the instructions carefully and | |
| carry out them directly"-type of problems. The final puzzle, again, might | |
| have been crowning the story decently (although I wouldn't call it | |
| outstanding anyway). However, at this point the game suddenly demonstrated | |
| refractoriness, becoming overly sensitive to the wording of the commands; | |
| well, the fact at least one of the game themes were courts and lawyers | |
| probably showed through here;). Seriously, the game's reactions to my | |
| basically correct, yet inaccurately formulated directives were so unhelpful | |
| they even made me think I was using an entirely wrong approach, so that I | |
| tried a different tactic, which also seemed reasonable in the context of the | |
| story. But no -- pretty soon it became clear the author hadn't had this | |
| alternative path in mind at all, which left me with no other choice than | |
| check the walkthrough. | |
| This issue appears to be especially annoying since in every other respect, | |
| the game implementation shines. For instance, we have a bookcase here with | |
| over 1000 volumes, which can be referred to individually (well, it probably | |
| doesn't really provide an individual description for each book, but at least | |
| enough for the vast majority of players to give up before all descriptions | |
| are exhausted); a similarly implemented diary with entries on each day for | |
| half a year or so; finally, it was amazing to find out (from the game's | |
| "About"-section) how much historical detail the author had to consider to | |
| make his game authentic. However, I'd really appreciate it if he invested a | |
| driblet of these efforts into making the final puzzle recognize a few more | |
| synonyms. LBS certainly would profit from that (well, at least if the author | |
| wasn't trying to make a point here -- in which case, I have to admit, I must | |
| have missed that point entirely). | |
| But enough of this. Now we come to the part where LBS could potentially | |
| recoup itself -- namely, to the aforementioned backstory. Unlike Final | |
| Selection, where the PC basically does puzzle-solving for the sake of | |
| puzzle-solving, here the protagonist breaks into his master's study to find | |
| out the truth about his bride's seemingly accidental death. The author | |
| chose a very good device for establishing the PC's personality: namely, | |
| sudden remembrances about "his beloved Elsie" that occur when he examines | |
| certain things. Unfortunately, these reminiscences quickly fade out, so that | |
| towards the middle of the story, our hero seems to turn into an impassive | |
| treasure- and secret-hunter. That's a pity; normally, I'm not too | |
| enthusiastic about melodrama, but here, a little more tear-jerking certainly | |
| would help building up the atmosphere. | |
| Considering all the above-said, I rated the game 6 out of 10 (which means | |
| "Pretty solid, but nothing special" on my scale). | |
| My final comment on the game ending may be somewhat spoilery; thus, if you | |
| haven't played LBS yet, you should stop reading here. | |
| S | |
| P | |
| O | |
| I | |
| L | |
| E | |
| R | |
| S | |
| P | |
| A | |
| C | |
| E | |
| I really was stunned by the optimal ending. It seemed to me our PC collected | |
| enough materials any modern court would consider cast-iron proof of him being | |
| the legitimate inheritor. Well, maybe "modern" is the keyword here, and I'm | |
| just underestimating the class prejudices of the XIX-th century. | |
| 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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