Chronicle Play Torn by Penczer Atilla as “Algol” [Comp04]

IFDB page: Chronicle Play Torn
Final placement: 22nd place (of 36) in the 2004 Interactive Fiction Competition

The readme for Chronicle Play Torn issues a warning:

Now a few comments about the dark side of the game: its testing was done in a hurry, it is very likely that you will find irritating bugs in the prose, and the working of the game.

I’m somewhat innocent in the former one; I’m from the non english speaker part of the world, and thus writing prose for me is like walking without light in an Infocom product: I never know, when does a grue find me (and if it does, I don’t even notice it).

This warning encapsulates both what’s good and what’s bad about the game. As even the readme demonstrates, the author’s English is far from perfect, and can frequently be a major roadblock to understanding. Even the title shows this — it feels like three words randomly drawn from a magnetic poetry set. In addition, the rushed testing job shows; CPT isn’t a relentless bugfest, but its code has some serious issues. However, like the readme, the project as a whole is well-intentioned, good-natured, and more fun than I expected it to be, given its acknowledged flaws.

I do want to talk a little more about the idea expressed above, that authors who don’t speak English natively are “innocent” when it comes to problems in their prose. Sorry, but no, they aren’t. I grant that English is a difficult language. I grant that the IF audience is tiny already, and that the majority of it communicates in English, making the choice of writing IF in one’s native language so audience-limiting as to feel like no choice at all. I grant that the majority of IF tools and parsers are in English. I grant that if I tried to write a game in Hungarian or Russian or Swedish or even Spanish, the language I studied in high school and college, the results would be far worse than even the worst translated game in this comp. I grant all these things.

But ultimately, the fact remains that whatever the circumstances, good games have good prose. When you write a story, you are responsible for every word in it. Who would try to write a novel in a language in which they weren’t fluent? What publisher would take it? Just because you’re writing an IF game doesn’t mean that you’re any less responsible for your words, no matter how strong the coding is, and no matter how tough you find English. In the end, I want to read good stories, not understandable excuses. Native speaker or not, if the prose in your game is littered with problems, your game will suck. Period. By the way, it did occur to me that the author may not have understood the connotation (or even denotation) of “innocent” when making the claim above. However, if that’s true, it only underscores my point, which seems well worth making in a competition where a full 15% of the games I’ve played thus far suffer from some amount of broken English.

So, that point made, how’s the rest of the game? Well, mixed. On the negative side, my game experience was diminished greatly by the presence of a bug so severe that it crashed the entire interpreter, which is an IF experience I haven’t had for a while. I checked it out, and the bug is reproducible — I think the game is trying to dynamically create objects that it hasn’t properly set up. There were some other bugs too, though none as bad as that one. In addition, I found the game too long for the competition; by the time my two hours had run out, I’d estimate I was about 75% done. Of course, having to keep restarting my interpreter didn’t help matters in that department.

In the positive column, CPT features some entertaining imagery, including a few parts that capture the Lovecraft feel quite well. Also, the game’s story is fun, kind of a jumped-up version of Uncle Zebulon’s Will. The hint system is very helpful, but most of the puzzles are crafted sensibly enough that I didn’t need it often, though I did turn to it as I was running out of time, or when I found the game’s prose just too impenetrable. Finally, what I appreciated the most about CPT is that its heart really seems to be in the right place. Despite its serious problems, it’s written out of a deep affection for both its medium and its themes, and while I can’t recommend the game, I applaud the effort, and I hope that the author improves it and continues to write more.

Rating: 4.4

Murder at the Aero Club by Penny Wyatt [Comp04]

IFDB page: Murder at the Aero Club
Final placement: 16th place (of 36) in the 2004 Interactive Fiction Competition

My first clue was a line in the banner: “(With apologies to all real-life characters and Government organisations upon which this is based!)” Do I detect a faint scent of “in-joke game”? Of course, the dead giveaway came when I encountered a character with the same name as the author. So assuming that “Penny Wyatt” isn’t a pseudonym, or that it’s the pseudonym of somebody who really does belong to an Australian aero club, I’m going to venture the hypothesis that this is one of those games where the author implements some familiar setting and characters, drapes a little concept around them, and then releases it to the world. It’s a close cousin of the “implement your house” and “implement your job” games: the “implement your hangout” game.

The vast majority of the time, games like this are vastly entertaining to the lucky few who are acquainted with the people and places represented, and irritatingly baffling to the rest of us. Murder At The Aero Club is no exception, though its competent prose and the presence of an actual story (albeit minimal) render it a cut above many. One of the problems with games like this is that they assume too much. Because the setting is so familiar to the author, a kind of unconscious shorthand sets in, a failure to fully describe the world. Perhaps it’s difficult to take an authorial approach to things that are right next to you, especially if you’re trying to fictionalize them just a little.

Certainly, unconscious assumptions would help clarify why so few first-level nouns are implemented. Take, for instance, the first room description:

Car park
You are standing beside your car, parked in a small gravel parking area. Light streams onto the ground in patches, mottled by the shade of the gum trees high above. Surrounding you is an assortment of vehicles. A gravel path leads north to the front door of the clubhouse, while to the west stands a large maintenance workshop.

Here are the things I tried to examine: workshop, clubhouse, path, gravel, vehicles, trees, lot, and car. Here’s what was implemented: vehicles and car. The rest told me “You can’t see any such thing,” which seems awfully contradictory to what’s just been described to me. It’s very difficult to get a great mental picture of my surroundings when they seem so hastily sketched. Still, vehicles and car are at least something. Here’s what the game tells me about the vehicles:

The vehicles appear to belong to the various members of the flying club. Among the ones you can see from your position are a gleaming green Porsche, a dirty ute, a formidable-looking motorbike, and a dust-covered van. Many of the vehicles have “I Love Aircraft Noise” stickers attached to their windows. There’s also your little car, of course. It’s looking a little worse for wear after the gruelling eight-hour drive to get here.

You know what the game told me when I tried to examine the Porsche, the ute, the motorbike, and the van? Yeah, that’s right. I couldn’t see any such thing. The premise of the game is that you play a detective sent to investigate a murder at an amateur aviation club deep in the outback, but it’s hard to feel like a detective when you can’t even see huge objects all around you. Heck, I don’t even know what a “ute” is (aside from an Indian tribe and a joke from My Cousin Vinny), and I would have really appreciated a little description, but it wasn’t to be.

See, for this game’s real audience — the people it depicts and the people who know them — a description of those cars isn’t necessary, because those people already know what the cars look like. The PC is an outsider to the situation, and the game’s inattention to world-building certainly helped me identify with that excluded feeling, but I wasn’t even able to do the basic sorts of examinations a detective would do, which in the end wasn’t much fun, and didn’t really make much sense.

Plenty of things about the game don’t make a lot of sense, actually. The solution requires some pretty non-intuitive actions, though because the game is so sparsely implemented that I was still able to guess what it wanted me to do much of the time. It also introduces random, crazy crap from time to time, like the character who is seemingly able to drink jet fuel. When a game sticks with an otherwise realistic milieu and then throws in something like this, I just roll my eyes and disengage. If the game doesn’t care about its own world’s consistency, why should I?

However, there are things to like about MATAC. The detective PC carries a notebook to which the game automatically appends any relevant information that the PC encounters. This device is both useful and well-implemented. (Shades of Madame L’Estrange And The Troubled Spirit, another game set in Australia with an investigative PC who carries an automagically-growing notebook.) The prose is clean and clear, and the game is free of horrible bugs. Mind you, there are still plenty of run-of-the-mill bugs — discoveries that can be repeated ad infinitum, dialogue that repeats weirdly, and so forth. I’d guess that MATAC is untested or minimally tested. Still, if you’re a member of the club it parodies, you’ll probably have a great time with it. If you aren’t, I’m afraid I can’t recommend it.

Rating: 6.0

Blue Chairs by Chris Klimas [Comp04]

IFDB page: Blue Chairs
Final placement: 2nd place (of 36) in the 2004 Interactive Fiction Competition

Chris Klimas! Now there’s a name from out of the mists. Klimas released a game called Mercy in 1997 that garnered rave reviews for its writing and its pre-Photopia puzzleless design. (In fact, it was nominated for that year’s Xyzzy awards in both story and setting.) Then, he contributed a little fable called Once to the Textfire hoax, and disappeared shortly thereafter.

Now he’s returned, and what a welcome return it is — Blue Chairs is not only his best work, it’s the best game I’ve played so far in this comp. Klimas has a hold of something very powerful — interactive fiction steeped in surrealism and symbolism. This sort of thing has been tried before, but Blue Chairs is the best realization of it that I’ve seen. At the beginning of the game, the PC ingests a powerful hallucinogenic drug. True, you have the choice not to do so, but if you make that choice, the story winds up in a dead end, albeit an intriguing and well-executed dead end. This sort of thing always feels a bit like a sucker punch to me, especially when the only real choice is followed up with a “why in the world did you do that?” sort of message as it is here, but the game is so wonderfully crafted that I forgave it immediately.

The z-code “special effects” that Blue Chairs uses to represent the drug taking hold are very trippy and extremely effective, and from that point forward the game slides brilliantly between dream and reality. IF is an amazingly powerful vehicle for this kind of writing, because you’re not just reading about someone’s reality shifting around him — in a certain sense, those shifts are actually happening to you as you traverse the game’s world. Blue Chairs got so deeply into my head that when someone interrupted me while I was playing, I felt as if I was the one dreaming, as if the intrusion of reality into my game session was just as sharp and unexpected a lurch as the sudden hallucinations that happen to the PC. What makes these hallucinations so powerful, I think, is the fact that they’re full of compelling symbols and archetypes, mixed with totally ordinary objects. In this way, they really do feel like dreams. Blue Chairs‘ heady blend of symbol and story got its hooks deep into my psyche. It blew my mind. I love when that happens.

The psychedelic design was my favorite thing about the game, but a close second was the writing. Blue Chairs does an outstanding job of creating an utterly convincing PC, showing us the world as described by that character, then fracturing his world all to hell, capturing the interrelated parts of his personality like collecting hurricane-blown leaves. At the end, I felt like I really knew Dante. (Yeah, the PC’s name is Dante Hicks, and not only does he share a first and last name with the lead character in Kevin Smith’s Clerks, he also spends the entire game searching for a girl named Beatrice, a beautiful collision of high and low allusion.)

I don’t know that I had too much respect for Dante, but more on that a little later. There were so many sublime turns of phrase, so many funny moments, that my game transcript is littered with “ha”s and “whoa”s and “very nice”s. The game’s implementation was strong, too. Most actions were reasonably anticipated, often with hilarious or terrifying results. I only found one problem, but unfortunately it was quite a doozy. Late in the game, I was working on a puzzle and had come very close to the solution, but not quite hit it. A look at the in-game hints set me straight, and off I went to solve it. Except… the solution didn’t work. Near as I can tell, some kind of bug makes that puzzle unsolvable, which came as a crashing disappointment to me. In a game as strong as this one, a serious bug is all the more unexpected.

Luckily, Blue Chairs‘ design is open-ended enough that even an unsolvable puzzle didn’t prevent me from finishing, though the time limit nearly did. I just barely got done within the two hour window, and towards the end I was opening hints liberally, because I very much wanted to complete the game before rating it. There are multiple endings, too, though they’re nowhere near simple enough to be classified as “winning” or “losing.” (I’m about to discuss those endings in general terms — nothing too spoilery, but you might want to skip the rest of this review if you’re particularly spoiler-sensitive.)

By the time I saw the endings, I was feeling pretty ambivalent about the game’s main character. Right after Dante swallows the drug in the game’s first scene, here’s what it says:

It seems like now would be an excellent time to reflect why you, once a consistently above-average student full of ambition and love, just bought an unknown but almost certainly illegal substance from a stranger and drank it without a second thought.

A fine question indeed, and the game resists the idea of an answer, insisting that there’s nothing in Dante’s life to explain his rootlessness and ennui, that it “just happened, one second at a time.” That being the case, the sort of slacker malaise that Dante exudes is all the more unsympathetic — it’s tough to feel sorry for somebody who has led an incredibly privileged life, free of hardship, but still manages to be desperately unhappy just because he thought things would be so much more shiny, so much more interesting.

Blue Chairs calls itself “a chance to change,” but leaves it up to us to decide which ending really constitutes the change. I think it’s a pretty sure bet that it’s not the one where a soft-focus lens suddenly snaps onto Dante’s life, where the whole thing turns into a Thomas Kinkade painting. That one felt like the ending of Rameses to me, an insistently perfect fantasy that fulfills the PC’s wishes, wishes that have been unrealistic from the start. I’m not sure the other one is any better, though. There’s a kind of letting go to it, but I’m not sure that it’s letting go of the right thing.

Dante comes to a kind of peace with his inaction, but I’m not convinced he’s dropped the binary thinking, the idea that there’s something perfect just beyond his grasp, and that without it, everything is worthless. I think he still may be lost, because as long as he’s locked in that stark dualism, the next illegal substance from a stranger won’t be that far away. Like I said, I rushed through the end — maybe there are other paths I didn’t find. But from what I saw, Dante may not have a chance to change after all. Anyway, that’s just what I thought. You should really play Blue Chairs and think about it a while yourself.

Rating: 9.5

[Postscript from 2021: Blue Chairs was the last parser game Klimas wrote, but he wasn’t done with IF yet, not by a long shot. In 2009, he created Twine, a parser-less IF authoring tool that has arguably had the biggest impact on the IF Comp, and indeed the broader interactive fiction world, of anything since Inform. He’s created a number of other games too.]

Bellclap by Tommy Herbert [Comp04]

IFDB page: Bellclap
Final placement: 17th place (of 36) in the 2004 Interactive Fiction Competition

When I wrote LASH, I was interested in the concept of separating the player from the PC. Thus, instead of the traditional IF second-person voice, it used first person, and made “me” refer to the player while “you” referred to the PC. Now, Bellclap goes one more step by separating the player, the PC, and the parser. In this game, you (the player) are apparently some sort of god, and you’re answering the prayers of a supplicant (the title character and PC.) However, the two of you are working through an intermediary — it’s never made quite clear what or who this is, but there’s definitely some kind of third party relaying your commands to the PC and reporting the resulting actions back to you. It’s the parser personified, basically, as some kind of angel or holy spirit, though its diction is more that of a bureaucratic functionary.

The game speaks mostly in the third person, because it’s mostly relaying information about the PC, but the parser speaks in first person when referring to itself, and in the second person when referring to the godlike being at the controls. For example:

>x me
He can't see you, sir. You're in light inaccessible, hid from his eyes.

Unless that instruction was intended for me, in which case you're looking radiant, sir, radiant.

>x bellclap
He is dressed in a tunic, sheepskin coat and sandals, and he has a bag in which he carries food and tools for the maintenance of walls, fences and thatch.

>x you
He can't see me, sir. I'm more a sort of guiding voice.

I thought this was a really fun experiment, and Bellclap carried it off quite well. It seems clear that a fair amount of work and thought went into overhauling the standard Inform libraries to reflect this unique split consciousness, and the result felt seamless to me. Sadly, the game was quite short — just a few puzzles strung together, really — and therefore it didn’t explore the gimmick nearly as much as it could have. Also, I’m not sure that making the player an omnipotent being was the best course, as the most obvious solution to pretty much all the problems would have been to just exercise some divine power over them. The game declares these sorts of actions verboten for no apparent reason other than that they’re not implemented.

Consequently, I was left feeling not very godly, even though some of the PC’s actions result in supernatural events. Actually, the scenario put me in mind of the M*A*S*H episode where Father Mulcahy is stuck in a remote location with a wounded man and must perform a tracheotomy, while Radar relays Hawkeye’s radioed instructions on how to do so. That scenario had a tension that Bellclap lacks, not just because of the urgency and life-or-death nature of the operation, but because the knowledgeable party was powerless to exercise that knowledge directly, and the person who was capable of action was crippled by inexperience, while both had to deal with the comically squeamish middleman.

In Bellclap, there’s no clear reason why the knowledgeable party should be powerless — just the opposite, in fact, since the game clearly establishes him as all-powerful. For people exploring this structure for IF in the future, I think a stronger design would exploit rather than undermine the difficulty inherent in the separation of commander, relayer, and actor.

As for the rest of the game, it’s pretty good, though as I said, there’s really not too much to it. The prose strikes a strange pseudo-Victorian tone that works despite itself, and occasionally gets off some excellent jokes, such as when I tried to make Bellclap go up from a roof:

>u
But gravity, sir. Gravity. They're your physical laws, not mine.

I also really enjoyed the response to JUMP: “Bellclap wants to know how high.” The writing was blessedly error-free, but the coding was just a little weaker. Most of the game was quite solid, but I encountered a couple of situations that the game mishandles. The worst offender is a puzzle that requires a container to be filled with liquid, but doesn’t properly recognize the word FILL. Instead, the game wants a command syntax along the lines of PUT LIQUID IN CONTAINER, which is both anti-intuitive and anti-mimetic.

Speaking of puzzles, I thought these were pretty good too — most of the solutions were quite unexpected, but they made sense in retrospect. Bellclap gave me the strange sensation of solving puzzles even though I had no idea why the solution would work, which I suppose is as close as I’ll ever get to omniscience. I was sorry when the game ended so soon, and I’m certainly looking forward to future works by this author.

Rating: 7.8

Mingsheng by Deane Saunders [Comp04]

IFDB page: Mingsheng
Final placement: 7th place (of 36) in the 2004 Interactive Fiction Competition

Less than plot or character, Mingsheng is about a place and a mood. The mood-setting begins before the game even starts, with the inclusion of a nicely-formatted PDF feelie, replete with Chinese characters and martial arts diagrams. This document explains that the game is based on a myth about the origins of Taiji, or as I’ve always known it, T’ai Chi — thus all the Chinese martial arts stuff. I appreciated the care that was put into this accessory, and I also liked the fact that the same information was available in a PDF, as a text file, and within the game. It made me grin when I realized that somebody had trumped me in the “ABOUT text in multiple spots” department.

The Chinese feel continues in the formatting of the game, which includes the option of Unicode Chinese characters as “flavor text”. These characters appear mostly in room titles, and apparently just repeat the room name in Chinese, so if you miss them, all you’re missing is a mood enhancer. And a lucky thing, too, because they require a font that supports Chinese characters. The author suggests a font called Simsun, which I don’t have installed on my PC. I would have appreciated a pointer to where I could download a compatible font; instead, I floundered for a while, combing the unhelpful results of googling on “simsun font” and finally giving up. [Note: After the comp, the author provided a link.] The game gives the option of transliterating the Chinese characters (complete with numerical tone markers), but it’s really not the same.

Past the meta-game stuff, the game sets a lovely tone with its room and object descriptions. Mingsheng calls on some lovely imagery — the tableau of perfectly still lake and crane, the worn-down pagoda, the six-thousand-step staircase carved into mountain rock. A particular favorite of mine is the path flanked by animal statues, statues that are implemented several levels deep. The game did an excellent job of making me feel like I was wandering through an Asian painting, enmeshed within a mythical realm.

As I said, tone is the game’s emphasis, and there’s not much of a story to go along with it. A plot summary would be something like “guy solves a bunch of puzzles and along the way attains enlightenment.” Many of those puzzles are pretty straightforward. That’s not a criticism — I’m a fan of straightforward puzzles. Struggling too long at any particular obstacle would likely break the mood that Mingsheng works so hard to set. There was one puzzle, though, that annoyed me in a way I don’t remember having seen before in IF. Actually, it wasn’t so much the puzzle that bothered me as the implementation of the solution.

The conceit is that the PC must learn something by observation before being allowed to pass a particular barrier. Several puzzles must be solved in order to set up the situation where the PC is able to observe and learn. However, once I’d accomplished this, I figured I’d learned what I needed to know, and headed straight to the barrier, which was only two moves away. However, when I tried to pass it, I couldn’t. I was flummoxed, feeling sure that I’d seen what I needed to see. However, as I wandered around trying to figure out what I’d missed, the game kept popping up messages every turn or two along the lines of “Now that you think of it, you realize X.” After no less than four of these messages, they finally stopped, and when I went back to the barrier, I was able to cross it.

I found this technique irritating. Not only would an “all-at-once” realization be a bit more dramatic, it would also be a major improvement from a gameplay standpoint. I don’t want to have to wait for the PC to catch up with me when I figure something out, and wandering around or typing “Z.Z.Z.Z.” while I’m waiting is mighty dull. Another puzzle quibble: there’s an object that requires “a great deal of force” to be applied to it. The solution to this puzzle is cool, and I liked it very much. However, there’s an alternate solution which the game actually implements, but doesn’t seem to want to count as enough force, when it should be easily the match of the working solution. This alternate path should either be included fully or not at all.

Small criticisms aside, I thought Mingsheng was well worth my time, especially for what time it took — the game is pretty short, and when I finished, I felt like I hadn’t actually done that much. Alongside the brevity, though, there’s something else that made it feel not quite complete. Actually, though I rarely say this, I think this is a game that could be greatly improved with the inclusion of some quality graphics. Certainly some visual depictions of key locations, a la Trading Punches, could have helped deepen the mood and setting even further. However, the place they’d really be useful is when the game gets to describing actual martial arts poses. For instance, after a certain point in the game the PC gains the ability to practice stances (which are named after elements) by typing the name of the stance, like so:

>earth
You are not in combat at the moment, but you rehearse the stance anyway.

You quickly get into the earth stance:

You balance your weight evenly upon both legs, both slightly bent to keep your stance grounded. Your right hand is held out in front of you, fingers open, palm facing directly forward. Your left hand is also held palm open, but at your side - facing forwards at a slight downward angle.

Now, I can carefully read through this description, act it out a little bit, and get a pretty clear mental picture, but I have to really stop and work at it. However, if a diagram of the stance had been included, I’d understand it much more quickly, and the flow of the game would continue far more smoothly. This isn’t a complaint, but rather a hopeful suggestion. Even without graphics, Mingsheng draws some lovely pictures.

Rating: 8.3

The Orion Agenda by Ryan Weisenberger [Comp04]

IFDB page: The Orion Agenda
Final placement: 6th place (of 36) in the 2004 Interactive Fiction Competition

I’m greatly heartened to see how many games in this comp have done a thorough job of implementing all first-level nouns (that is, all the nouns found in object and room descriptions.) This sort of thing was pretty much absent in the Infocom era, and now it’s practically de rigueur, which I think is definitely a change for the better. It’s much easier to get immersed in a world where the objects are solid and observable rather than just a two-dimensional mirage.

By that measure, The Orion Agenda is implemented quite well. All nouns are well-covered, sometimes to a surprising degree. For instance, the intro uses a typically offhand-sounding SF metaphor when it says, “the fog comes rolling over my memory like a morning on Tantus 7.” Later on in the game, you find a reference source in which you can look up further information on Tantus 7 and its famous fogs, even though the planet plays no other role in the game beyond that initial metaphor. I love this kind of thing. A virtual world just feels so much more real when such care has been put into connecting its people, places, and things, and I’m thrilled to see that comprehensive coverage of the nouns is turning into an IF standard.

Now, it’s time to move on to the next level: verbs. Here, I’m sorry to say, TOA fares less well. Several times throughout the game, I was stymied by actions whose concepts had only been implemented in one way, even though there were other equally reasonable ways to express them. For example:

>thank rebecca
[That's not a verb I recognise.]

>rebecca, thanks
"You're welcome!" she says.

This is shallow implementation. Too shallow. Even more vexing, these problems were generally connected to puzzles, which made for problems that were maybe not quite guess-the-verb, but at least guess-the-syntax. The particular danger about this kind of shallowness is that when the first construction I use gets rejected, I tend to decide that the concept isn’t useful within the game (since it apparently hasn’t been implemented, see), and my chances of solving the puzzle on my own drop precipitously.

The worst instance of this in TOA was in the climactic scene, which calls for a particular command construction that, for whatever reason, is counter to the standard established by Infocom. Because I was using that old syntax, and because the game failed to recognize that the problem was with syntax rather than with content, I was actually typing the correct solution and was told that it was wrong. I hate that.

These kinds of verb and syntax problems are easily remedied with a round or two of testing and careful attention to the various ways people try to express what they want to do, and I’m hopeful that TOA undergoes this treatment, because the game is well worth experiencing. It’s got a fun potboiler story, though its plot twist is heavily clued and rather predictable to begin with, so I was a little chagrined when the game pretended that I hadn’t put the pieces together until the climactic scene. The writing is mostly strong, transparent prose, with only the occasional gaffe drawing attention. Probably the main quibble I have with it is that it chooses to call natives of Orion “Orionions”, which to my ear is an exceedingly awkward construction. “Orionese”, “Orionites”, or even “Orioners” would have been much better.

I also enjoyed the flashback structure of the narrative — it did an excellent job of bringing a lot of emphasis and drama to the endgame. However, one way that the structure worked at cross purposes to the game is that there’s a set of optional… not puzzles, exactly, but story enhancement challenges. Basically, if you’re particularly nice to a certain NPC, you might get a slightly better winning ending. However, the initial scene gave me reason to distrust that NPC, and consequently I was only as friendly to her as seemed appropriate for the PC’s professional demeanor. When the game later upbraided me for not being nice enough, I felt a little jerked around.

Shoot. This is turning out to be one of those reviews where I genuinely enjoy the game, but I can’t stop pointing out things that bugged me. So let me list a couple more and then I’m done, I promise. First, I’m not sure that it served any useful purpose to tell the story in a first-person voice. It seems to me that there are plenty of good reasons to break from the traditional IF convention of second-person voice, but this game didn’t have any of them. The PC was pretty conventional, with nothing unusual about his point of view, and the game itself didn’t use the distancing effect of first-person to any interesting purpose, so in the end it was just jarring.

Secondly, some parts of the milieu seemed a bit derivative or lazily imagined to me. For instance, the game describes the PC’s employer thus: SciCorps: The galaxy-spanning mega-corporation that is in charge of secretly monitoring promising new alien species that dot our corner of the universe, all in the hopes of one day inviting them to join the League of Sentient Systems. So wait, I’m confused. SciCorps is a “mega-corporation,” yet its interest in alien species is not as markets, product producers, or servicers, but rather to act on behalf of some governmental-sounding body? So is it a corporation or an extension of some kind of galaxy government? If it isn’t seeking profit, what does the word “corporation” even mean in this context?

Maybe they’re fulfilling a government contract or something, but that’s far from clear, especially when this “first contact” stuff sounds like their main function. Another example is the translator earpiece that somehow also translates the things you speak as well. Even the main philosophy of SciCorps seems like a warmed-over version of Star Trek’s Prime Directive.

Okay, I promised I’d stop and now I’m stopping. Despite my litany of complaints, I had a good time playing The Orion Agenda. Many of its problems are easily fixable, and I really hope that the game sees a post-competition edition. I recommend the game, but I’d recommend waiting a while for that post-comp release first.

Rating: 8.4

Magocracy by A. Joseph Rheaume [Comp04]

IFDB page: Magocracy
Final placement: 18th place (of 36) in the 2004 Interactive Fiction Competition

I don’t struggle with drugs, alcohol, overeating, gambling, or any of the other myriad addictions that flesh is heir to, except one: computer games. Specifically, computerized role-playing games, or CRPGs. Other kinds of games, IF included, don’t have this effect on me, but when it comes to CRPGs, something in my brain just craves more, more, more. I have to keep it in check, and when I notice myself playing to the exclusion of anything productive, I have to stop for a while. Even two years after buying the superhero CRPG Freedom Force, the desire to play it still gnaws at me all the time, though of course I’m now playing a heavily modded version, so it hasn’t been the exact same thing over and over again.

In recognition of this addiction, I’ve steered well clear of massively multiplayer online role-playing games, or MMORPGs. In fact, I’m aware of the existence of an excellent superhero MMORPG (City of Heroes) in the same way that an alcoholic is aware of an open bottle of gin across the room. I’m not alone in my predicament — there’s a good reason why EverQuest was quickly nicknamed EverCrack.

But what is that reason? Why do CRPGs have such a potent effect on me when things like IF, Minesweeper, and arcade games don’t? For me, I think the answer boils down to infinite variety, gradual advancement, and creative outlet. When an IF game is over, it’s over — some games have limited replayability value, but for the most part, the story is the story. CRPGs, on the other hand, introduce a sufficient number of random and strategic elements that even within the broad outlines of a plot, I can have a very different experience each time through the game. That variety encourages repetition, because I never get to feel “finished.”

Secondly, CRPGs allow the PC to grow in power and prestige, with more and more options available as the game goes on, and I think this feature taps into something deep in the wiring of my brain. Maybe it’s just the human drive to accumulate power, or maybe it’s the little charge of victory, similar to what a gambling addict feels after a win. There’s something overwhelmingly seductive about the feeling of progress, especially when that progress is clearly marked with symbols like “level.” The feeling of “leveling up” feeds an ancient part of my nature, which is no doubt why levels are designed into many arcade games.

Finally, unlike many other kinds of games, CRPGs offer a great deal of creative outlet, from the makeup of your character to the way you handle the game world’s obstacles. In a CRPG with a sufficient degree of simulationism, there can be dozens or even hundreds of ways to address any given threat or roadblock, and it’s hard (for me) to be satisfied with trying just one, even after I’m successful. With these three features, CRPGs have sunk their hooks into me quite deeply.

Which brings me, finally, to Magocracy. The readme for this game states upfront that it “is not like most Interactive Fiction games,” and that’s true — it’s really more CRPG than IF, and it deploys some of the aspects of the CRPG pretty effectively. It provides quite a bit of variety, though it’s not quite infinite, and some of the typical CRPG elements are missing. There are no randomly generated monsters, for instance — just predetermined monsters and adversaries who wander randomly around the map and engage the PC in combat. However, even this amount of randomness is sufficient to vary the experience of Magocracy significantly from one session to the next, and the variety works in its favor.

Secondly, though the game doesn’t use traditional levels, it definitely provides powerful markers of advancement. Upon conquering an enemy, the PC usually stands to gain better protection, increased abilities, new attacks, and sometimes even a superpower or two. Every time I upgraded my weapon or learned a new spell, the addict part of my brain was panting, “yeah, yeah.” As for creative outlet, that’s probably where Magocracy is weakest. Many aspects of the experience are predetermined, including the PC’s character and initial abilities, and consequently, the game won’t stand up to all that many replays. However, there is some room for cleverness when it comes to the fighting, particularly once the PC has gained some power.

Perhaps luckily for me, Magocracy also contains some flaws. The worst of these is a design that sometimes drains all the fun out of the game. There are a number of situations that put the PC into an inescapable bind, and most of these aren’t immediately obvious as dead ends. Consequently, I was several times forced to restore back to an earlier point, even after having achieved some key victories. The frustration of these setbacks well outweighs the buzz of gradual advancement, and in fact makes me want to quit playing rather than try to get all my victories back. I would have greatly appreciated a more IF-like way to get out of the traps through nothing but my own cleverness. Instead, I finally had to break out the hints, only to learn that the game had screwed me and I needed to restore. There’s at least one sudden-death ending, too, though this isn’t nearly as bad since I could just UNDO. In fact, the turn-based nature of IF and the availability of UNDO made combat cheats too easy, though after a number of random deaths I felt a lot more justified.

There are also a number of minor bugs and mechanical errors in the game — nothing show-stopping, but always distracting. Along the same lines, Magocracy sometimes fails to properly account for some of the secondary properties of its various items and spells. For instance, at one point I was protected with a shield of light, but when I found myself in a dark place, I still couldn’t see. Last of all, the game doesn’t seem to have a proper ending. After I gained all the points, it printed out some denouement text and THE END, after which it displayed “[TADS-1003: numeric value required]” and went back to the prompt, leaving me to wander around the castle as if I’d just finished Myst. Overall, Magocracy is a pretty fair text CRPG, and I had a good time with it, but I don’t see myself becoming addicted to it anytime soon. Which reminds me, I was going to customize a Freedom Force mission to pit the X-Men against the Brood

Rating: 8.3