Dreary Lands by Paul Lee [Comp05]

IFDB page: Dreary Lands
Final placement: 29th place (of 36) in the 2005 Interactive Fiction Competition

There are lots of different ways to write a bad comp game. There’s the Rybread special — terrible spelling and coding in a bizarre world. There’s the dreaded bad homebrew. There’s the obnoxious bad “joke” game where the joke is on you for playing. There’s the promising but badly unfinished (or broken) game. There’s the “here’s my apartment” (or house, or school, or aero club) game. There’s the simpleminded bad religious evangelism game. There’s the “first game” that seems intent on making a bad first impression. There’s the game with puzzles so broken they can’t be solved without a walkthrough. There’s the exasperating “I’ve never heard of spellcheck and can’t write in English” game. And of course, there are the games that check more than one of these boxes. I’ve played all the flavors, many times over, but sometimes I get fooled as to which is which. Dreary Lands, for example, looks at first like it’s going to be a surreal Rybread whirlwind, but turns out to be a first game not only broken in English and puzzles but also seemingly attempting some clumsy evangelism as well.

Sure, the writing is bad, and I mean awful. Here’s a sampler, in response to the command “CLIMB TREE”:

You lock your legs about the wet distusting trunk; but it is far to slippery to get a hold on, and you fall backwards into the marsh, getting soked in the vile mire a bit more than you’d have thought acceptable.

When I first started playing this game, I was noting all the blatant writing errors — in this case “distusting”, “to slippery”, and “soked”. I had to stop almost immediately because those errors are constant. Even where we get past spelling/typo issues, there are questions like, “exactly how much ‘soking’ in the vile mire would I have found acceptable?” Some games with terrible writing feel like they’re produced by someone for whom English is a second (or later) language. Dreary Lands didn’t really feel like that to me — it has more of a “very young writer who has a lot to learn about proofreading” vibe, combined with a generous helping of “can’t really express myself articulately yet.”

The coding errors aren’t quite so constant, but when they happen, oh boy are there some doozies. Here’s my favorite:

You can also see (which is currently burning., (which is currently burning., (which is currently burning., (which is currently burning., (which is currently burning. and (which is currently burning. here.

I have no idea what is supposed to be happening here, nor what went wrong to turn it into what it has become, but wow. I know I just used a “literally” joke in my last review, but it is hard to avoid thinking of this as the flaming wreckage of some poor attempt at Inform code. What’s definitely true about it, though, is that it presents a puzzle that’s pretty much unsolvable without the walkthrough, concealing as it does an object crucial to that solution.

I used the walkthrough to get out of that jam, and then tried to continue on my own but almost immediately became ensnared in other illogical object behaviors, so between the writing and the coding I decided to just type straight from the walkthrough the rest of the way. Even then, I had to restore from an earlier point because somehow I’d gotten the game into an untenable state. With the help of the walkthrough, though, I was able to finish the game, which is how I figured out it was trying to be sneaky evangelism.

Mind you, I understand that all games evangelize something, consciously or not, and usually a whole raft of things. This game, for instance, argues against the value of comprehensible writing, promotes D&D-style medieval cliches like walking around with a sword, shield, and bow, and makes the case that games should be entered in the comp whether they work or not. But alongside all that, it starts to introduce religious imagery that by the end shows a clear proselytization agenda. When it turns out you’re fighting a fallen angel (rebelling against both Satan and God) and that your sword-strike against it gets a little boost, “Footprints in the Sand”-style, by “two more hands, large and mighty, cupped around your own”, it seems pretty clear that the game is arguing for the Christian beliefs.

And just like Jarod on his Journey, its alignment with those beliefs lets it feel super-smug towards the rest of the world, so that the PC can wander out into traffic and then shake his head at “the poor frenzied soul driving the pickup” that nearly ran him down. Tsk tsk mister driver, can’t you see I’m elevated? But this game to me was more like that pickup driver, “a big middle finger… shoved toward you,” and after its absolutely dismal presentation its smugness is deeply, deeply misplaced.

Rating: 2.9

Off the Trolley by Krisztian Kaldi [Comp05]

IFDB page: Off the Trolley
Final placement: 20th place (of 36) in the 2005 Interactive Fiction Competition

Off the Trolley has a pretty arresting premise. You play a 65-year-old trolley driver on his last day at work. It’s your last day because your trolley line is going to be closed tomorrow, and no wonder — the line just goes back and forth between a grassy hill that used to be a movie theater and a cafe that seems to serve mainly trolley staff. But you’re obsessed with a mirror-windowed building just beyond the cinema stop, convinced that they’re building something in there “against humanity, morality, and
you.” The puzzles are all about figuring out how to crash the trolley into the building, and the game even makes a point of noting that in the last movie you saw at the now-gone theater, “Robert De Niro was acting great driving that taxi, solving all those matters so frankly.” So basically, you’re pensioner Travis Bickle in Trolley Driver.

Or at least, maybe you would be if the game hung together better. Unfortunately, it undermines its own effectiveness through a combination of awkward language, muddled tone, broken implementation, and a baffling, inconclusive ending. As you might have divined from the De Niro sentence, there are some significant problems with the English in the game. It’s not that it’s entirely broken all the time, though there are certainly plenty of broken moments. It’s more that the writing lacks grace and ease, using words in not-quite-right ways and making infelicitous diction choices throughout. For instance, here’s a sentence you’re likely to see often in the game: “Looking out, the trolley strolls steadily on its level route.” I believe what’s intended here is that you can see the landscape going by through the window, and you know that the trolley is moving at a steady pace. But “looking out” seems to apply to the trolley in the sentence, and by itself (without the addition of “the window”) it means scanning for danger. Not only that, “strolling” is not something that wheeled vehicles do — it’s a synonym for walking, with a connotation of casualness. It’s certainly possible to understand what the sentence wants to mean, but taking the journey from what it says to what it intends kicks you right out of the story.

The puzzles are enjoyable despite the language issues — well-cued and logical. However, I turned to the walkthrough after the game started spitting “[TADS-1010: object value required]” at me every turn. After that, things got stranger than I expected. Throughout the game, it’s unclear whether Off The Trolley wants to be a gentler version of Taxi Driver, revealing the psychosis of its protagonist, or whether in fact we would find something horrible within the mirrored building. But after I followed the walkthrough to avoid the TADS errors, I reached the ending, which resolves into… neither option? Instead, it suddenly shifts point-of-view for an Aisle-ish one-move experience, leading to various endings that ignore the protagonist’s arc altogether, stepping outside it to resolve absolutely nothing. These endings are all pretty much variations on a theme, and none of them are satisfying at all, instead leaving us hanging… sometimes literally.

Rating: 6.4

Mix Tape by Brett Witty [Comp05]

IFDB page: Mix Tape
Final placement: 18th place (of 36) in the 2005 Interactive Fiction Competition

The blurb for this game brought a big smile to my face:

For those with a love of music, creating a mixtape can be a genuine form of poetry. When someone cannot create the right words to express their love, rejection, loss or hope, they may find them in their favourite artists. This is my Mix Tape.

“Yeah,” I thought, “I’m part of the target audience.” As an 80’s kid, mix tapes were right in my wheelhouse. Nick Hornby is less so, but the game still endeared itself to me by starting off with two Hornby homages in rapid sequence — a quote from High Fidelity (albeit the movie, not the book), and a shout-out to Ben Folds Five’s “Smoke”, a Hornby favorite highlighted in Songbook, from an artist with whom Hornby would later have a Taupin/John style collaboration. The game’s writing is good, not just free of errors but evoking a strong mood and involving the senses. “Oh yeah,” I think, “I’m going to love this.”

Cut to 30 minutes later, and I cannot wait to break up with this game. Basically, the honeymoon ended the moment I tried to do anything outside the exact path the game was expecting. Twentysomething drama spins up almost immediately around the mix tape concept, which is fine — I have experienced my fair share of mix tapes, twentysomething drama, and mix tapes about twentysomething drama — but it turns out the drama is very fragile. My overwrought boyfriend has brought me up to a mountaintop so we can ceremoniously tear out and burn pages from our relationship scrapbook (ugh), but because I didn’t follow the path dictated by the walkthrough, the game and I are at an impasse. Behold:

>talk to peter
“Um, Peter?” you ask.

He quietly turns to face you, and nods, letting you speak further.

(You could ask him why you are here.)

>peter, why am I here
The story doesn’t understand that command.

>ask peter about why I am here
Peter interrupts you. “Valentine, we have to concentrate on this. On our relationship. Do you understand what we need to do?”

>no
Peter does not respond.

>peter, no
Peter does not respond.

Turns out the game was waiting for the bizarre command “ask him why you are here”, which feels very confused — who’s the “you” in that scenario, when the game itself addresses the player/character as you? Surely that’s not how the player/character would refer to herself? But it got worse. He asked if I was ready to burn the book, and I said no. From there, it appears I entered an unwinnable state, though the game’s obtuseness disguised that for a while.

>s
You haven’t finished what you’ve come to do yet.

>x fire
A timid campfire whips its small fingers of flame about, sheltering as much as it can from the wind.

>put out fire
Done.

>x fire
A timid campfire whips its small fingers of flame about, sheltering as much as it can from the wind.

>ask peter about me
You mumble about me, but Peter doesn’t hear you. Or chooses not to respond.

>give scrapbook to peter
Peter does not appear interested.

>put scrapbook in fire
Peter stops you. “No wait... We should do this, you know, ceremoniously. Tear out a page at a time.”

>tear page
You don’t want to damage the book just yet.

>get page
You can’t have that; it’s part of your scrapbook.

>burn scrapbook
What do you want to light it with?

>fire
(first trying to light the campfire)
What do you want to light it with?

>tear out a page at a time
The story doesn’t understand that command.

>tear out a page
(the page)
You don’t want to damage the book just yet.

Not only did I absolutely want to damage the book, I wanted to damage the game. Instead, in an ironic twist, it was burning me instead, one move at a time.

Mix Tape is structured as a series of scenes, each of which is associated with a song. It’s a great structure for the concept, but it becomes maddening when you get trapped in a scene, because there’s nowhere else to go. On this count, the second scene was no better than the first. I’m going to go ahead and spoil the magic command that’s needed, which is “serve dinner”. Showing the dinner to Peter doesn’t work. Telling Peter about the dinner doesn’t work. And so on. Plus, Peter is a total jerk about the whole thing anyway, and Valentine is rock-stupid, like “can’t unlock a door from the inside” stupid.

The last several scenes go by much more smoothly, because they are mostly non-interactive — the kind of thing that propels itself forward no matter what you do. Normally I find that kind of thing irritating, but this time it really felt like a relief. Once I wasn’t stuck in guess-the-command hell, I was able to enjoy the writing, characterization, and scene-setting a little more. By this point, I didn’t find either of the characters sympathetic, but I could at least appreciate how lovingly the game portrays their dysfunction.

Moments like that make me sad about saying this, but Mix Tape, it’s just not going to work out between us. And it’s not me, it’s you.

Rating: 5.2

History Repeating by Mark & Renee Choba [Comp05]

IFDB page: History Repeating
Final placement: 13th place (of 36) in the 2005 Interactive Fiction Competition

I’m writing this in 2021, having been in a kind of Comp coma since 2004. Oh there was occasional dip into a comp game or two — perhaps a solicited XYZZY review, or an overview of an acclaimed author, or an attempt at grabbing and rating a handful of games from 2015 — but those were flickers of consciousness, nothing like the focused attention I used to give the IF competition. That focused attention probably isn’t coming back anytime soon. Parenting doesn’t demand the kind of time it used to, but it still takes up a whole lot of my world, and other hobbies have grown into my life too — trivia and writing about Watchmen come to mind.

Nevertheless, freshening up all my comp reviews for this blog has given me the itch to play more, so I’ve decided to give the Comp05 games a whirl. As before, I downloaded the whole package from the IF Archive, fired up Comp05.z5, and pressed the “Big Red Button Which, If You Push It, Will Make You Do Everything You Really Need To Do Automatically.” That generated a randomly ordered list of games to play, and in one of the purest examples of beauty arising from chaos, the first game on that list was called History Repeating. Let the repetition begin!

Of course, it can’t be a literal repetition. I’m a different person than I was in 2005, and these reviews are written under decidedly different circumstances. My old comp reviews were written during the judging period, and the point of them was to explain my ratings and give useful feedback to authors. Now the results are long established, and most of the authors have likely moved on from writing IF altogether. The scene is completely different too, and I’m pretty completely out of touch with it. Consequently, there isn’t the old sense of urgency nor the sense of community accompanying these reviews. They’re more for me than for the authors, though of course I hope some others still find them interesting or useful. So while history is repeating in a certain way, an another way it really can’t repeat at all — it’s a river, and you can’t step in the same one twice.

That’s part of the point of this game, too. The premise is that you lose consciousness in your office job, and suddenly wake up back in high school. Turns out a Doc Brown-like figure has dragged you back into the past as a way of testing his hypothesis that we can change the future. Your way of doing this apparently will be to turn in a history report that you blew off, which seems to have derailed your life into the unsatisfying doldrums we’re told it’s in. However, as you might expect, changing the past isn’t so easy.

That isn’t just because of the timestream protecting itself or whatever. It’s also rather challenging because it turns out this game’s version of the past is pretty thinly implemented, and its puzzles require a fair amount of authorial telepathy. Having just read through many years of my own comp reviews, I know that the points here are ones I’ve visited many times, so I’ll skip teacher mode and just say that when a game doesn’t offer a rich implementation, it had better be very well cued, or else you end up like me, checking the walkthrough because many logical actions get no useful response, which makes it very difficult to guess the one reasonable action that the authors intend as a solution.

Outside of its thinness and its rather improbable puzzle solutions, History Repeating hangs together pretty well. It’s got a fun premise, solid coding, and error-free writing. It’s reasonably sized, and reasonably enjoyable, thanks to the walkthrough. It feels like the work of beginners, but beginners who are dedicated to creating a quality game. Overall I think it could have used a round or two of testing and then implementing better feedback to what the testers try, but the nature of the comp deadline tends to preclude that sort of thing all too often. If I saw another entry by these authors, I’d be interested to play it, and hope that they’d learned from history rather than just repeating it.

Rating: 7.7

Beyond Zork [Infocom >RESTART]

IFDB page: Beyond Zork
[This review contains many spoilers for Beyond Zork. I’ve written an introduction to these Infocom >RESTART reviews, for those who want some context.]

To play the next game with the Zork brand, Dante and I jumped forward five years, from 1982 to 1987. By this time, Infocom was well-established and successful, but it also found itself reckoning with trends in the computer game industry that threatened interactive fiction, and prominent among those was the CRPG, the Computer Role-Playing Game.

>CONNECT IF TO RPG

As I said in the Zork I review, Zork was created in the shadow of Adventure, which itself was in the shadow of Dungeons and Dragons. Adventure co-creator Will Crowther was partly inspired by his experiences in a D&D group — one which apparently included Zork co-author Dave Lebling! — to combine his caving experiences with his gaming experiences. Zork, in turn, included randomized combat with the troll and thief, though it turns quickly away from the D&D model into something more static and puzzly.

In the meantime, game developers continued to make inroads on replicating the D&D experience via a computer. The Ultima and Wizardry series got their starts shortly after Zork I was released, mapping the initial territory of the CRPG. These games were much lighter on description and puzzles than Infocom’s work, but they offered the joys of hacking and slashing your way through hordes of monsters, and gradually increasing in power as you do so. It took quite a while for a game to surface with the actual D&D license, but the way having been paved by the CRPGs of the early and mid-Eighties, it was only a matter of time before two of the big geek trends of the era combined.

That first D&D game was called Pool of Radiance, which brings us in a rather roundabout way to Beyond Zork. This game is Infocom’s attempt to bridge the gap between IF and CRPG, and in fact it includes an actual pool of radiance. The connection seems far too on-the-nose to be coincidental, but it’s true that the D&D game didn’t come out until 1988, whereas Beyond Zork was released in 1987. Perhaps Brian Moriarty, the author of Beyond Zork, knew the D&D game’s title in advance and decided to write an anticipatory homage? In any case, while Beyond Zork tries to bridge a chasm betwen two genres, it also itself features a chasm whose bridge cannot be crossed. Moriarty’s subconscious may have been telling him something, because the connection between IF and CRPG is a pretty uncomfortable one, at least in Beyond Zork.

Like most RPGs, this game starts out by asking you to build a character, and Dante and I obligingly did so. We named him Azenev. (If you know Dante well, you might guess that this is an N.K. Jemisin reference, and you’d be right. It’s a backwards spelling of a character name from Jemisin’s The City We Became.) We built Azenev from six attributes: endurance, strength, dexterity, intelligence, compassion, and luck — a pretty close mapping to D&D‘s strength, intelligence, wisdom, dexterity, constitution, and charisma. Here’s where Problem Number One surfaced: we had no idea which attributes would be important. We tried to make him pretty balanced, though Dante felt like luck could make a big difference in everything, so we poured some extra points into that.

Well, it turns out that luck doesn’t seem to make a substantial difference in very much of anything, so Azenev version 1 met his demise almost immediately. One would hope that with a balanced character you’d be able to survive and thrive in an RPG, but not in this one. Apparently endurance is the key stat, given that attacks reduce it and you die when it runs out. So we rebuilt Azenev with more endurance and less luck, but still didn’t fare much better, because of Problem Number Two: monster mismatches.

In a typical RPG, be it computer or tabletop, your character starts out weak — level one. With a character like this, you can’t go out and fight dragons or ogres, so a well-designed game throws you some monsters you can handle — maybe big spiders, or little goblins, or medium-sized rats. When you conquer those, eventually you level up, and can face the next tier of danger, continuing through that cycle until you finally can smite mighty dragons.

Image from the Beyond Zork feelies, describing the cruel puppet and the dust bunnies.

Beyond Zork allows players no such accommodation! You start at level 0 (even weaker than level 1!), but you can encounter powerful adversaries at any time, with no real way to tell how powerful they are, except how fast they kill you. One of the first monsters we ran into is called a “cruel puppet”. It’s an entertaining enough creation — a marionette-looking thing that drains your endurance with vicious insults. But it is in no way appropriate for a zero-level character to face. Dante and I died over and over and OVER to the cruel puppet. We died after using a healing potion. We died after figuring out how to wield our weapon. We died after leveling up our character. We died after upgrading our weapon. We died after retreating to heal and then coming back. We just. Kept. Dying.

This is not fun, but I think I understand why Moriarty designed the game this way. He was wrestling with the tension between Infocom’s bias towards large-world exploration and the RPG’s tendency to tailor the story and encounters towards the character’s level. In addition, he was trying to reconcile IF’s narrative qualities against “crunchy” RPG mechanics that show you things like the level, attack power, defense strength, and health of everybody in the fictional world. Getting to explore the whole world right off the bat meant that we could easily and quickly wander way out of our depth, and leaning towards IF narrative meant that we had none of that crunchiness available to tell us that we’d need to be much more powerful before venturing in.

Defining the problems suggests the solutions. Maybe the game could have scaled encounters to character level, so that any monster you meet is just powerful enough to present a reasonable challenge. Maybe it could have shown more stats on monsters — as it is, the only way to tell a monster’s health is by examining it, and not only does that cost you a turn where the monster can attack you, it also gives vague descriptions like “gravely wounded” and “seriously wounded” — which is worse? Or maybe it could cordon off areas of the game until you’re powerful enough to face them. The trouble is, Infocom likes to cordon off game sections with puzzles, and your ability to solve a puzzle has little bearing on the power of your character.

There is an area where Moriarty blends all these things quite successfully: the cellar of the Rusty Lantern inn. You enter this cellar in search of a particular bottle of wine, and the cook slams and locks the door behind you. In the course of exploring the cellar, you’ll encounter low-level monsters that can be defeated by a weak character, treasures that can be sold to buy better gear, magic items that also upgrade you, and a means of improving one of your character’s stats, in this case dexterity. Staying alive in the cellar and getting out of it require puzzle-solving, and when you emerge you’ll likely have leveled up, improved your stats, and acquired some good loot. It’s very satisfying!

I’m inclined to think that maybe Beyond Zork should have forced that sequence first, or at least steered us toward it much more emphatically, rather than letting us traipse around a bunch of set pieces that were much too hazardous for us. In fact, if the entire game had been structured as a series of these compact mini-games, with interconnections between them and a common landing place to buy gear, that would have gone a long way toward settling the conflict between the IF and RPG conventions.

However, that on its own wouldn’t have been enough to deal with Problem Number Three: challenges that depend on stats. In trying to meld RPG mechanics with traditional IF, Moriarty runs into serious friction between the two, created by basing story barriers around the character’s attribute scores. In a tabletop RPG, each character has strengths and limitations, but multiple characters bind themselves together into a party who balance each other out. In IF, the character is solo, but typically not bound to attribute scores, so they are a purer proxy for the player’s puzzle-solving. So in a solo RPG, the PC’s limitations remain unchecked, which risks making certain barriers difficult or impossible to pass. Solo CRPGs typically manage this by adding numerous NPCs to the player’s party. Solo tabletop RPGs are certainly possible, but they require a DM or an adventure that is flexible enough to shape the story around that one player’s character. Beyond Zork does neither of these things, and therefore the elements never quite jell.

For example, if your intelligence score is too low in Beyond Zork, you’ll be unable to read the magic scrolls that are critical to solving certain puzzles. There’s no brainy wizard in your party to help out, so a low score in that stat means you’re just out of luck. (Your luck stat does not help.) Now, there are ways to possibly make up these deficits, and in the case of intelligence, one gets provided for free, though Dante and I still lost access to it, for reasons I’ll explain later. For other attributes and weaknesses, though, the improvements tend to cost money, and the game’s major source of money is locked behind its worst puzzle. More about that later, too. Other times, the improvements are locked behind layers of puzzles, none of which are terrible but due to the interwoven nature of everything, it’s very difficult to get past those puzzles until you’ve defeated the enemies that you needed the improvement for in the first place. The strength-enhancing morgia root is a perfect example of this — only available after large portions of the game have already been conquered, by which point it makes little difference.

Cover of Beyond Zork

There’s a Problem Number Four, or perhaps Problem Number Zero, because it’s fundamental to the others: hidden mechanics. If you’re playing a tabletop RPG, the rules are available. Sure, the DM may have some nasty surprises in store for you, but everybody is playing from the same set of books. Now, there’s a discussion about metagaming to be had here. Metagaming, for those who don’t know, is the term for when a player makes decisions based on information that would be unavailable to that player’s character, such as, “I’ve read the Monster Manual, and I know that the cruel puppet has 200 hit points, so my character runs away.” This sort of thing is emphatically frowned upon in RPG circles. So it’s fair enough to say that the game master (or game designer as the case may be) must keep some things hidden in order to keep the narrative’s boundaries logical. However, at least for Dante and I, understanding the mechanics behind this game’s pronouncements would have saved us a lot of frustration.

For instance, there’s a scrystone (read: crystal ball), about which we’re told: “Visions of things yet to be lie within its depths, for those with enough wit to see them.” When we look into it, we just see an “unintelligible swirl.” Well that sure sounds like we need to boost our intelligence stat, and hooray, we know just what to do — let’s buy that Potion of Enlightenment and drink it. So we do that, it boosts our intelligence stat, we look in the scrystone again, and… our boosted intelligence makes zero difference. Now, behind the scenes, it turns out that the scrystone requires an extremely high intelligence, and there is only one item in the game that provides that kind of massive boost. Without understanding that requirement, though, we were left to feel that the game simply misled us, and that improved intelligence is not the way to solve the puzzle.

>KILL INVENTORY LIMIT

For our entire playthrough, we found ourselves frequently guessing blindly at how our stats were affecting gameplay. For example, would this game’s extremely annoying inventory limits have been relieved had we had more strength or dexterity? Because if so, boy oh boy would I have maxed those stats. I ran into more infuriating inventory limit nonsense in this game than in any other Infocom game before or since in this >RESTART series. Here’s a prime example — we’re wandering through the market when somebody drops a “fish cake”. We’ve read in the feelies that eating fish increases intelligence, so we want that thing. But…

>n
"Oof!"
The street hawker you just bumped into glowers. "Watch where I'm goin', will ya!" You clumsily help to pick up her spilled wares; she stomps away without a word of thanks.
As you dust yourself off, you notice something lying in the dust.

>get fish cake
Your hands are full.

>put all in pack
The scroll of Fireworks: Done.
The potion of Forgetfulness: Done.
The rabbit's foot: Done.
The staff of Eversion: Done.
The scroll of Mischief: Done.
The bit of salt: Done.
An alley cat races between your legs, snatches the fish cake and disappears into the crowd.

ARGH! Tightly timed object availability plus clunky inventory mechanics equals super frustrated IF player. (Also, I wonder how it is that I help her to pick up her spilled wares if my hands are so full?) By this time in our play session, Dante and I had made a fair bit of progress but hadn’t saved recently; we just didn’t have the appetite for replaying through all of it just to make sure we bumped into a totally sudden and arbitrary encounter with our hands free. We decided to just forego the intelligence boost, since we were at least able to read. That did make for a moment, though, after the potion of Enlightenment failed to help us read the scrystone, where I wondered through my curses if we had been blocked from winning the entire game due to a frickin’ inventory limit early on.

You may note that the game provides a pack. This is very helpful! However, Infocom never quite got to the point that Graham Nelson reached in the Inform libraries, where not only does the player carry a sack object, but the game automatically handles all the tedium of putting something old into the sack when the PC picks up something new. Consequently, we’re unable to grab that fish cake even though we know exactly how to do it.

We ran into this very same issue when trying to accept the goblet from the Implementors. A group of gods tries to hand us a holy object, and Beyond Zork is hitting us with, “Your load is too heavy.” By this point, we were carrying enough around that even the pack didn’t help. (That’s right, it too has a limit.) The Implementors get more and more annoyed at our “contrariness” in not picking up the goblet, and they eventually force it into our hands, only for it to immediately clatter to the ground again. The hilarious part is that if anybody should understand why we can’t pick it up, it should be the Implementors! God how I would have loved it if one of them had said, “Oh hey, looks like his load is too heavy. Let me just do away with that problem forever so he can take this nice goblet.”

Instead, the pack helped just enough with the problem of carrying things that we weren’t using our previous Zorky method of leaving a bunch of stuff at one location, but it didn’t help so much that we didn’t still find ourselves unable to pick up things in timed situations. In fact, about three-quarters of the way through the game, we did resort to our old Zorky ways, leaving a pile of objects at the Hilltop starting location.

Part of what made our inventory so dang full was the profusion of items in this game. Magic items abound — scrolls, potions, and all manner of point-and-enchant doohickeys. There’s a cane, a wand, a rod, a stick, and both a staff and a stave. The identity of these items changes from one playthrough to the next — you might find a stave of Sayonara in one game, but if you restart you could end up with a stave of Dispel. That’s one of several ways that Moriarty brings in the RPG trope of randomness.

The "Southland of Quendor" map from the Beyond Zork feelies

Of course there’s the randomized combat — get lucky enough with your hidden dice rolls and maybe you can overcome that strong monster in your way. (Not the cruel puppet, though. Never the cruel puppet.) But even beyond that, items are randomized, and the very landscape is randomized. Though the general layout of regions in Beyond Zork is a constant, the internal geography of those regions varies by playthrough. The geographical randomization works pretty well, thanks in part to the handy onscreen map provided. For each region (forest, swamp, jungle, etc.) Moriarty provides a grab-bag of locations with evocative names and descriptions, and then the game decides randomly (within set parameters) how they’re laid out in relation to each other in that region. Then within those locations, items and monsters are also placed randomly. This can sometimes affect difficulty, such as when two key areas that interact in a puzzle get randomly placed far apart, but for the most part it just adds flavor.

Randomization of items can be a little more frustrating, as it can determine whether a certain item is just lying on the ground, or whether it costs money in a shop. In the latter case, you have to defeat some monsters and gain some treasures in order to purchase said item. As I’ve mentioned, that’s not always so straightforward a task with an under-leveled character.

>CRY ABOUT TEAR

Now that we’re back to the topic of purchasing, let’s dig into the puzzle that nearly ruins this game: the Crocodile’s Tear. In my first encounter with Beyond Zork, as a teenager in the 1980s, this puzzle really did ruin the game for me — I abandoned the whole thing after a long struggle. Abandoning a game was quite a last resort in those days, as it had cost a lot of money to acquire, and I had pretty much unlimited time to spend on it. But after a year (not exaggerating) of on-and-off struggling against this puzzle, I simply could not find a way through it, and there was no Internet full of answers to consult. By that point, I was too disgusted to consider buying Invisiclues. I felt like somehow the game wasn’t playing fair with me, and I turned out to be correct.

When Dante and I encountered the puzzle, there was no question that we’d get through it, just a question of whether we’d need to consult hints — easy enough to do in the 21st century but still a sign of failure on someone’s part, either the game’s or ours. But like my teenaged self, Dante could not solve the puzzle on his own, and I must have repressed the solution, because I needed a hint too.

I’ll break this puzzle down, but first a little digression to give some background. Recall that one of the PC’s attributes is a compassion score. This seems like a bit of an odd stat for an RPG — it’s certainly not any good in a fight, and it doesn’t seem to help with using magic or solving puzzles. (Turns out it matters in the endgame, but there’s obviously no way of knowing that until you reach it.) You can boost your compassion score, though, by doing compassionate things, like rescuing a unicorn locked in a stable, or saving a minx (cute cat-like creature) from a hunter. These scenes are written and constructed beautifully, particularly the minx. Rescuing these poor creatures and raising our compassion is far more heartstring-tugging than anything in the original trilogy. (It helps that we have a very fluffy cat at home, who does not say “minx” but might as well.)

Keep all that in mind as we talk about the Crocodile’s Tear. The Tear is a legendary sapphire, found in Beyond Zork‘s jungle section. It’s worth much more money than all the other treasures in the game put together. You find it attached to a huge stone crocodile idol, at the back of the idol’s gaping maw. Trouble is, when you climb the lower jaw to get to the jewel, the jaw tilts like a seesaw, making it so that you can’t quite reach the treasure, and when you lean too hard, the jaw tilts backward and drops you into the idol’s interior.

So far, so fair. Maybe we need a stick to reach to the gem, or a projectile to knock it loose, or a counterweight to allow us to keep climbing the jaw after we pass its fulcrum. We tried all these things, in many permutations. We were especially hopeful when we acquired a sea chest, which is definitely both heavy and bulky — I’ve got the painful inventory management transcripts to prove it. We set that sea chest on the maw — which the parser allows without complaint — but it did absolutely nothing to counterbalance us. Sigh. Finally, after lots of failed attempts at getting this jewel, we turned to the hints, and were shocked at the intended solution.

Pages from the Beyond Zork feelies describing the hungus and spenseweed.

See, nearby the idol (well, nearby or a ways away, depending on how the jungle region was randomly laid out) is a heart-rending scene. A mother hungus (part hippo, part sheep) is with her baby. The baby is trapped in a pool of quicksand. The mother gazes anxiously at the baby. She bellows impotently, and the baby responds. If you should walk away, the baby hungus bellows mournfully. Well, the answer to this one is obvious. We’ve got a stick of Levitation, so we point that at the baby hungus, and this happens:

The baby hungus bellows with surprise as he rises out of the quicksand! Sweat breaks out on your forehead as you guide the heavy burden over the mud and safely down to the ground.
The ungainly creature nuzzles you with his muddy snout, and bats his eyelashes with joy and gratitude. Then he ambles away into the jungle to find his mother, pausing for a final bellow of farewell.
[Your compassion just went up.]

Fantastic! We’ve raised our compassion again. What does this have to do with the Crocodile’s Tear, you may be asking? Well, it turns out that the solution to that puzzle is to attack the baby hungus while it’s stuck in the quicksand. (Strangely, attacking the baby hungus does not make your compassion score go down, though it surely should.) That gets the mother mad enough that she’ll chase after us, and if we climb onto the stone maw, she’ll stand on the other end, counterbalancing it so we can get the jewel.

We found this outrageous. The notion of attacking a baby animal in peril is so completely against the grain of everything else Beyond Zork asks us to do, and so generally repellent, that it absolutely should not be the solution to anything. Not only that, doing the compassionate thing actually makes the game unwinnable! Let me say that again: saving a baby animal from dying (or at least, doing so before attacking it first) ensures that you cannot win the game, because the hunguses disappear from the game after you rescue the baby. This might be the worst puzzle in the entire Infocom canon. It’s all the more surprising coming from Moriarty, who had already done such brilliant work in Trinity exploring player complicity and moral culpability with an animal-killing puzzle. Here, instead of a metaphorically freighted moment of tragedy, the animal cruelty is treated as a mere mechanical device — it’s both disappointing and baffling.

If you’ve read other entries in this series, you might recall that every Zork game so far has forced Dante and I to restart, for one reason or another. Well, this puzzle forced us to restart Beyond Zork, because of course it did. Who attacks a baby animal before saving it? Actually, this was the second time we’d had to restart. The first was caused by a different sort of inventory limit — magic items that only had a limited number of uses. Certain areas of the game are unreachable except via these items, and if you run out of “charges” for them before you’ve solved everything in the area, it’s off to restart-land you must travel.

>ENJOY GAME

So, that was a lot of ranting. I’m out of breath. Let me wind this up by talking about some of the things we really enjoyed in Beyond Zork, of which there were really quite a few, despite all my complaints above. I haven’t spoken at all about the game’s primary technical innovation, a multi-windowed display which always shows a boxes-and-lines map and relevant information such as inventory contents, room description or character stats alongside the game’s main text. That’s how, in the text above, we knew to say “get fish cake” even though the transcript only said “you notice something lying in the dust” — the room description window identified the fish cake. This display was very slick for an Infocom game at the time, and still works pretty well. I think my favorite thing, though, is the way you can use the number pad to navigate — for instance, pressing 8 on the number pad automatically enters “NORTH” and a carriage return into the parser. Combined with the map, this was an awesomely fast and easy way to get around. I wish more IF games did it now.

A screenshot from Beyond Zork, showing the onscreen map, the description window, and the parser interaction below both.

Another highlight of the game is its humor. Moriarty knows his way around a joke, such as this bit from a gondola conductor, which continued to amuse us throughout the game, despite how many times we saw it:

“Thirsty?” asks the conductor. “Stop by the Skyway Adventure Emporium for a tall, frosty Granola Float.” He smacks his lips dispiritedly. “Mmm, so good.”

Moriarty also does a lovely job of tapping into the general joy of Infocom’s tone and culture. By 1987, a whole lot of love had gone into the Zork universe — although this was the first game to carry the “Zork” name since Zork III, there were several intervening games set in the milieu that filled the gap, namely the Enchanter series and Moriarty’s own Wishbringer. With all this history established, Moriarty can draw on quite a few sources for references, jokes, and general explanations of what’s going on.

Now, we hadn’t played all those other games at the time we ran through Beyond Zork, so many of the references were lost on Dante, and sometimes only dimly recalled by me. But writing this review now that we’ve played them all, I can appreciate the game’s easy command of Enchanter-ese, such as “yonked a girgol just in time.” There’s another mailbox, with another leaflet, this one yielding a burin, which is a co-star of Spellbreaker, the game at the other end of the Zork spectrum. The unicorns all wear gold keys around their necks, a la Zork II. The boot crushed by the farmhouse is quite reminiscent of the Boot Patrol in Wishbringer, and the platypus recalls that game’s feelies, not to mention being emblematic of Moriarty’s sense of humor. All these allusions gave us (especially me) that warm insider feeling of, “Hey, I understood that reference.” Similarly, the scenes of recent or future Infocom games visible in the scrystone (Hitchhiker’s Guide, Zork Zero, Shogun) are a delight.

There are plenty of good puzzles in the game, too — it isn’t all attacking babies. This was our first game with copy protection via feelies, and it was a lot of fun leaning on The Lore and Legends of Quendor to help solve puzzles. The dust bunnies and dornbeast were particularly successful examples of this. The gray fields area is another pretty successful puzzle box. We appreciated the way it unfolds in layers — first entry, then understanding the scarecrows, then figuring out the use of the sense organ, and finally the Wizard of Oz sequence, relying on what you’d learned in the other parts. The subtle changes with the corbies and the corn are the kind of thing that work gangbusters in text but would be very hard to pull off with the same nuance in graphics.

Overall, we had a lot of fun with Beyond Zork despite its flaws, and I looked forward to replaying the next Infocom Zork game — the most technically sophisticated of them all, and certainly the biggest. Ahead of us was final Zork game from Infocom as an actual artistic ensemble rather than just a brand name, though in another way, it was the first: Zork Zero.

Zork III [Infocom >RESTART]

IFDB page: Zork III
[This review contains lots of spoilers for Zork III, as well as minor spoilers for Zork I and Zork II. Also, I wrote an introduction to these Infocom >RESTART reviews, for those who want some context.]

Zork III opens in this location:

Endless Stair
You are at the bottom of a seemingly endless stair, winding its way upward beyond your vision. An eerie light, coming from all around you, casts strange shadows on the walls. To the south is a dark and winding trail.
Your old friend, the brass lantern, is at your feet.

Check out those adjectives! “Endless”, “eerie”, “strange”, “dark”. Immediately the game’s tone differs radically from its predecessors. Where parts 1 and 2 were light, playful, and adventurous, Zork III feels austere, somber, ominous. If not for the appearance of the brass lantern and the Elvish sword, it would hardly seem like it belonged in the same set as those other games.

>EXAMINE NEW TONE

Speaking of which, let’s talk about that sword. In Zork I, we find it hanging above the trophy case in a house. In Zork II we simply find it lying at our feet when the game begins. Zork III takes it to a much different emotional place, as just south of the opening room we find a junction, containing this:

Standing before you is a great rock. Imbedded within it is an Elvish sword.

Try as we might, we simply cannot pull our sword from this rock. (Though try often enough and we’ll get a jokey response from the game.) Up to this point, the sword has been a casual knockoff of Tolkien tropes, right down to the way it would glow in the presence of danger. It lived in a decidedly non-Tolkien world, existing side-by-side with robots and inflatable boats. Here, suddenly, this sword has taken on a mythic, Arthurian resonance. Now it’s not just another treasure to be collected, but something signifying destiny, echoing the Dungeon Master’s words in the opening text of the game — “Seek me when you feel yourself worthy!”. The SCORE command reinforces this theme: “Your potential is 0 of a possible 7, in 34 moves.”

The terms have changed, fundamentally. Where scores in the previous installments numbered in the hundreds, and incremented whenever a puzzle was solved or a treasure collected and stored, here the score is measured in a mere seven notches. Not only that, the game describes it as “potential” rather than “score”, and updates it without notice, sometimes after moves that are seemingly disconnected from any puzzle-solving activity.

Descriptions, too, take on a quality of solemn awe. There were incredible vistas in the previous two games, but the most remarkable ones tended to be sunlit — the volcano, the Aragain Falls. Compare that to the Flathead Ocean:

You are at the shore of an amazing underground sea, the topic of many a legend among adventurers. Few were known to have arrived at this spot, and fewer to return. There is a heavy surf and a breeze is blowing on-shore. The land rises steeply to the east and quicksand prevents movement to the south. A thick mist covers the ocean and extends over the hills to the east. A path heads north along the beach.

This is a marvelous image — an underground ocean! We’ve seen a reservoir, and a stream, and even a glacier, but this use of water feels like it comes from a different register, statelier and gloomier. We are in a much more serious & sad landscape now, nowhere near the unicorns and hot pepper sandwiches of previous games. Even when this game pays off the running “Hello Sailor” gag from the previous two games, it does so with an ancient mariner on a Viking-esque ship, sailing off through the mist — a grand and somewhat melancholy image. When the locations aren’t awe-some, they’re still solemn: a creepy crawl, a foggy room, a damp passage. There’s a distinct lack of cheer in this game.

What’s going on here? Primarily, I think it comes down to the fact that the Infocom Implementors had run low on pieces of the mainframe Zork to adapt for microcomputers. Zork I and Zork II covered the vast majority of that original mainframe game, leaving just a few set pieces for Zork III — pretty much just the mirror box, the royal puzzle, and parts of the endgame. As a result, they could create a game with its own sense of thematic unity, freed (mostly) from the hodgepodge aesthetic of mainframe Zork.

Map of Zork III

The theme that they chose reflected Infocom’s increasing seriousness about the potential of text adventures, or as they would come to be called, interactive fiction. In fact, I would argue that Zork III is the first game to cross the threshold from text adventure to interactive fiction. While Zork II had introduced an element of story with its wizard, Zork III brought a consistency of tone and style alongside an emphasis on actual character development for the PC — the journey to worthiness signaled first by the sword in its stone. At this time, Infocom was developing games like Starcross and especially Deadline, which would take the fictional element even further, so it’s little wonder that they gravitated towards seriousness and heft for Zork III.

>TAKE SWORD’S FIGURE

At the same time, moving to a new thematic register introduced new demands on the form, demands which its limited interface and draconian space constraints weren’t always prepared to handle. Take the hooded figure, for example. As we wander the thematically-on-point Land of Shadow, at some point or another we will encounter “a cloaked and hooded figure” who carries his own brightly glowing sword. When this happens, “From nowhere, the sword from the junction appears in your hand, wildly glowing!” This is one of those moments where the score increments without telling us — a puzzle has been initiated, not solved, but our potential has increased.

We’re meant to battle this figure, but not kill it. When it’s helpless before us, we are to remove its hood, prompting this scene:

You slowly remove the hood from your badly wounded opponent and recoil in horror at the sight of your own face, weary and wounded. A faint smile comes to the lips and then the face starts to change, very slowly, into that of an old, wizened person. The image fades and with it the body of your hooded opponent.
The cloak remains on the ground.
Your sword is no longer glowing.

Great, right? Straight out of Joseph Campbell, or at least The Empire Strikes Back. The idea is that we treat this opponent differently from the troll or the thief, showing compassion rather than murdering it, and in doing so we see ourselves in our foe, along with a hint of the ascension to come.

The problem is this: you can pick up very easily on the concept of the challenge and still not have the faintest idea how to achieve it. Dante and I attempted so many actions with the hooded figure, and were rebuffed at every turn. We tried talking to it. We tried giving bread to it. We tried “help figure”. We tried telling it to go away. We tried kissing it. We tried disarming it, stumbling in the process into weird parsing failures:

>take sword
You already have it.
The hooded figure attempts a thrust, but its weakened state prevents hitting you.

>take sword from figure
You already have it.
The hooded figure attempts a thrust, but its weakened state prevents hitting you.

>take figure's sword
The hooded figure isn't in the sword.
The hooded figure attempts a thrust, but its weakened state prevents hitting you.

>take sword's figure
You already have it.
The hooded figure attempts a thrust, but its weakened state prevents hitting you.

>[whatever man]
I don't know the word "[whatever".

Every one of these attempts was met with either confusion (as above) or some flavor of flat refusal — “The hooded figure does not respond to your words.” It’s the quintessential IF communication breakdown. We understood what we wanted to do. We understood that the game wanted us to do it, or something very like it. We just couldn’t make all the various ways we could think of to enact the concept connect with the one specific way that the game had prepared for the concept to be enacted. A more modern game — I’m tempted to say a better game, but I know the limitations of the early Z-machine — would have found ways to either let those alternate solutions stand as solutions, or respond to them in ways that hinted us toward the right answer.

>PUT RING ON SEAT

We ran into a similar issue with the time machine and the golden ring. Well, eventually we did — first we had to struggle through a bunch of false starts trying to figure out what the heck to even do with the time machine. See, we found our way to the Technology Museum well before we ever went into the Jewel Room, so right off the bat we got into the machine, set the dial to 000, and:

>press button
You experience a brief period of disorientation. The area around you seems to be solidifying! Rock formations close in on you and before you can react you are engulfed in stone!

** You have died **

An Apple ][ or something would have printed “END OF SESSION” after that and returned to a command line, but the Windows Frotz interpreter we were using just shut down! It was “[Hit any key to exit]” and goodnight, Gracie. Dante, especially, was stunned. “We perma-died!” he said. This was in stark contrast to the friendly death-evasions we were granted in the previous two games.

Then we perma-died a bunch more times, testing out the various possibilities of the time machine. Mind you, we had no idea what era to aim for, so we were just flailing around. From teleporting into solid rock, we eventually found ourselves… shot with ray guns? In these instant death scenes, the overall grim tone of the game turns suddenly comedic, as “a row of military people who, if appearances do not deceive, have the cumulative intelligence of a not yet ripe grapefruit” shoot us with a “waffle-shaped implement.” “Killed by a waffle!” said Dante.

Illustration of the Dungeon Master from Zork III

Even once we found our way to the Jewel Room, and therefore the sign hinting at what year to specify, we still struggled mightily with this puzzle. First of all, we found no clue at all that the machine can be pushed from place to place, but okay, let’s set that aside. It falls into the realm of fair, just barely. Much less so was the puzzle around transporting the ring back from the past. Once again, we couldn’t match exactly what the game had in mind, even though we had the idea.

Clearly we were supposed to somehow store the ring in the time machine. It’s not at all apparent why we could transport ourselves but not our possessions, nor why the time machine’s seat was immune from this property, but we quickly put together that the seat was a container, and therefore crucial to the answer. However, it turns out that the seat is two different kinds of container, and we only used one kind: putting things on it. We can put things on the seat and they travel from the present into the past. Voila!

Except, we can’t put things on the seat and have them travel from the past into the present. Why? It’s never explained, and in the end made the whole thing feel buggy, like maybe the present-to-past thing was an unintended accident. Not to mention, it makes for straight-up bugs like this:

Sitting on the seat is:
A golden ring (being worn)

This was after we’d already experienced the frustration of having some other logical approaches in the same section fail — sneaking past the guards with our invisibility potion, or using our magical-morphing key to unlock the museum door. Finally, in desperation, we looked at the hints and found we were supposed to LOOK UNDER SEAT, at which point the game cheerfully says, “You notice a small hollow area under the seat.” This is the very definition of a guess-the-verb puzzle, especially when the response to EXAMINE SEAT is “There is nothing on the seat,” which strongly cued us to believe that the seat is a surface for placing things onto. Dante said, “We had the right idea — it was the game’s fault we couldn’t solve this puzzle.” I quite agree.

On the other hand, once we do solve the puzzle, the plaque in the Jewel Room reads:

The plaque explains that this room was to be the home of the Crown Jewels of the Great Underground Empire. However, following the unexplained disappearance of a priceless ring during the final stages of construction, Lord Flathead decided to place the remaining jewels in a safer location. Interestingly enough, he distrusted museum security enough to place his prized possesion, an incredibly gaudy crown, within a locked safe in a volcano specifically hollowed out for that purpose.

Oh Zork. That was awesome. All is forgiven — I love you again.

>PUT OTHELLO BOARD ON TABLE

Other puzzles were much more satisfying. The Royal Puzzle is one I’ve solved numerous times in my life, but it’s so complicated that I’m always starting from scratch each time. That’s a characteristic of many puzzles in Zork III — where other episodes tended towards conceptual puzzles like the riddle, the prayer, or the cyclops, this game favored mechanical puzzles like the time machine, the mirror box, and of course the Royal Puzzle. While previous games (especially Zork II) spread many small puzzles across the game to create the layers of a larger goal, this game builds multiple layers into many individual puzzles.

The Royal Puzzle, for its part, certainly has numerous mini-goals to accomplish, all using the same basic mechanic. It pushes up against the limits of text games, resorting to crude ASCII maps of each location, and it certainly pushed up against the limits of our mapping capabilities. Dante and I ended up pressing an Othello board into service to track the borders, the movable pieces, and the goals. Solving it felt quite triumphant.

The opening screen of Zork III

As great as that was, though, for me in this playthrough the most thrilling puzzle was the Scenic Vista. That’s the one where you find a magic viewer that can take you into Zorks past, present, and future, and in the process visit some objects and places that will help you later on. Probably I loved this one the most this time because of the circumstances — playing through the games in succession with Dante was a bit like having that magic table, revisiting familiar landscapes with a new purpose in mind. Also, I find it hilarious that while Zork III resolves the “Hello Sailor” question, the broken timber is still a red herring.

And then there’s the earthquake. This is another paradigm shift from previous games — aspects of the dungeon change on a timer, not based on any action of ours. On the one hand, it’s another piece of the shift towards story and away from game — events in the world are not centered on the PC, and happen for their own reasons. On the other hand, as an interactive experience it amounted to a way that pieces of the game could close off, or open up, completely outside our control.

We came upon the broken aqueduct very late in our progress, and had pretty much forgotten about the earthquake. It took us a very long time to figure out what to do… and then realized we had to replay. So yay, another way Infocom found to force us to restart. No light limits this time, but yet another time limit snapped the game into an unwinnable state which we didn’t find until we’d played large swaths of it, including the “who would ever want to replay that?” Royal Puzzle. Once again, I ran through it by myself, Dante waiting for me to finish so the fun part could resume. Though on the bright side, our travails at the Aqueduct View and subsequent Aqueduct prompted him to observe, “Whenever there’s a location in Zork that has ‘View’ in its name, you can bet that you’ll be visiting the place that it is a view of later.” That was enjoyable.

>LEAN ON STAFF

Finally, we made our way past the guardians, employing another complicated and multi-layered mechanism, and reached the endgame at last. We had figured out at this point that we were supposed to be emulating the Dungeon Master himself, and were excited to see what final challenge the game had in store for us. Then we found it and… were thoroughly confused. We took many, many runs at this final puzzle, but couldn’t make a lick of sense out of what was supposed to be going on — shades of the Bank of Zork. After numerous iterations of this, we said:

>lean on staff
Are you so very tired, then?
>YES

Finally, we looked at the hints and… were STILL confused. Oh, we knew how to solve the puzzle. We just didn’t know why that was the solution. We read several Internet accounts of how to solve this puzzle, and found ourselves no further enlightened. Why cell 4? What… just what?!?

The puzzle just seems so arbitrary, so at odds with the many clever constructions that preceded it. I mean, it’s possible I’m just too thickheaded to get the brilliance at work here, but whatever the case, it was an anticlimactic ending to the trilogy. The final text about the treasure and the power and the ascension and all was cool, but it would have felt much more exciting had it been the culmination to a challenge befitting the trilogy, and for us it just wasn’t.

Nevertheless, it was the end of a long and mostly pleasant road. It was a joy to replay this trilogy with Dante on board, and we set our sights next on… the beyond.

Interactive Fiction And Reader-Response Criticism (academic paper) [Misc]

[As I mentioned in the previous post, I wrote a paper about IF for a graduate class in literary theory, circa 1994. I think it’s the first thing I ever wrote about interactive fiction — before I knew anything about the indie IF scene or the int-fiction newsgroups at all. Below is that paper, HTML-ized and with various links added, but otherwise identical to what I turned in.]

>examine the map
The map shows a network of boxes connected by lines and arrows, with many erasures and scrawled additions. Something about the pattern is maddeningly familiar; but you still can’t put your finger on where you’ve seen it before.

>examine the book
The open book is so wide, it’s impossible to touch both edges with your arms outstretched. Its thousands of vellum leaves form a two-foot heap on either side of the spine; the rich binding probably required the cooperation of twenty calves.

The magpie croaks, “Then stand back! ‘Cause it go BOOM. Awk!”

>read the book
It’s hard to divine the purpose of the calligraphy. Every page begins with a descriptive heading (“Wabewalker’s encounter with a Magpie,” for instance) followed by a list of imperatives (prayers? formulae?), each preceded by an arrow-shaped glyph.

The writing ends abruptly on the page you found open, under the heading “Wabewalker puzzles yet again over the Book of Hours.” The last few incantations read:

>EXAMINE THE MAP
>EXAMINE THE BOOK
>READ THE BOOK
Trinity with Paul O’Brian

An electronic fiction is not only a fictional universe but a universe of possible fictions.

–Jay David Bolter (Tuman 34)

The long passage above is from a fictional text about an adventurous individual who discovers the secrets of a magical land in order to avert nuclear annihilation on Earth. It has all the qualities of a traditional1 fantasy narrative — fantastic setting, magical transportation, eerie symbolism — but it is not a traditional fantasy narrative. It has no pages, no hard covers, in fact it isn’t a book at all. It is a piece of computer software, an adventure game entitled Trinity, one which boasts no graphics or fancy features — just text and a “parser” programmed to understand simple sentences typed by the player. Its makers, a company called Infocom, call it “interactive fiction,” and the sentences following the “>” sign were typed by me, accepted into the computer, and processed for a response. The scene I chose was a rather metafictional one, where the player/reader comes across a book within the context of the game which records every move that he or she types at the prompt (“>”).

Interactive fiction (hereafter shortened to IF) is an extremely new form, the most primitive incarnation of which surfaced only about 20 years ago, but already it challenges deeply entrenched notions of narrative, authorship, and reading theory. It demands (and helps to enact) new theories of subjectivity, and presents us with a narrative form which is familiar in some ways, but which in other ways is utterly alien. Its novelty and its radical differences from print narrative make it difficult to theorize, but I hope to make a few definite steps in that direction here. As I see it, literary criticism of traditional texts, especially reader-response criticism, can help us in an endeavor to understand this new form. Theorists like Wolfgang Iser, Norman Holland, and Stanley Fish have created theories aimed at traditional texts which seem custom-made for interactive fiction. In this paper, I will attempt to theorize the computer text through the lens of their theories, and to explore the avenues opened by interactive fiction which offer both a better understanding of this tremendously potent literary form and a fresh perspective on literary theory itself. Before this is possible, however, we need a clearer understanding of the subject at hand.

WHAT IS IF?

Previous critical approaches to IF have had to concern themselves so much with explaining how it came to exist that by the time they got to theorizing, they had largely run out of steam. I hope to avoid that trap by providing an extremely brief history of the evolution of IF, and referring the curious reader to Anthony Niesz and Norman Holland, who provide the best concise narrative of IF’s development.

IF developed in the early 1970s on large university mainframe computers, at which point it was little different from the Choose-Your-Own-Adventure novels of print fiction (“If you want to get in the helicopter, turn to page 12. If you want to go home, turn to page 16”). David Lebling and Marc Blank, working on the mainframe at the Massachusetts Institute of Technology, co-authored Zork, the first game whose parser could understand complete sentences (“Get all but the dagger and the rope”) rather than simple two word commands (“look frog”). The game, a sword-and-sorcery treasure hunt in the Dungeons and Dragons pattern, spread rapidly to other mainframe systems and was such a tremendous success that when personal computers began to proliferate, Blank and Lebling transposed Zork to the PC format and founded a company, Infocom, from which to sell it. Again, it was successful, and Infocom followed it with four sequels (a fifth is forthcoming) and more than 25 other works of IF in the literary traditions of mystery, science-fiction, adventure, romance, and others. Many other companies created programs which followed this trend, but Infocom remained the publisher not only of the highest quality software, but that most dedicated to textual IF rather than graphics or sound-augmented games; for the purpose of clarity and simplicity, this paper will deal only with Infocom programs.2

As indicated by the passage quoted from Trinity, the text of interactive fiction comes in rather short blocks, interrupted by prompts. At a prompt, the program will wait for the player to input her next move. The narrative will not continue until the player responds. Input can consist of anything from the briefest commands (“yell”) to fairly complex sentences (for example, an instruction manual lists “TAKE THE BOOK THEN READ ABOUT THE JESTER IN THE BOOK” as a possible command). The program addresses the player in the second person singular (“you still can’t put your finger on where you’ve seen it before”), a mode which raises interesting questions about the reader’s subjectivity.

IF also calls into question the basic notion of narrative linearity. An Infocom advertising pamphlet reads:

you can actually shape the story’s course of events through your choice of actions. And you have hundreds of alternatives at every step. In fact, an Infocom interactive story is roughly the length of a short novel in content, but there’s so much you can see and do, your adventure can last for weeks, even months. (Incomplete Works)

If the shape of a traditional narrative is a line, an interactive narrative is better conceived of as a web.3 Each prompt, each location in the story, is a nexus from which hundreds of alternate pathways radiate, each leading to new loci. This is not to say that IF destroys linearity, but rather that it removes the responsibility for creating linearity from the author and hands it over directly to the reader. Readers of an IF create their own line through the text, a line which can be different at every reading.

IF AND TRADITIONAL TEXTS

Though it is highly divergent, IF is not completely divorced from traditional texts. For one thing, most IF themes, settings, and structures are drawn directly from literary traditions established by traditional print authors. This extraction can range from simple genre duplication, as in the generalized science-fiction feel of Starcross, to the direct appropriation of character and setting, as in Sherlock: Riddle of the Crown Jewels, a mystery based in Arthur Conan Doyle’s London.

Moreover, the programs often incorporate traditional texts into their packaging, texts which frequently contain clues to the puzzles contained within the game. Trinity, for example, includes a comic book dealing with the themes of the text. A Mind Forever Voyaging, which Infocom calls its “entry into the realm of serious science fiction such as 1984” (Unfold), contains an initial chapter in print which sets the scene for the computer narrative and introduces the player to his “role” within the game.

The line between interactive fiction and traditional print texts becomes further blurred when the player uses the SCRIPT function. SCRIPT commands the computer to print out a transcript of the game as it is being played, so that players can have a hard copy of the text they produce in collaboration with the game. Because of its radically different configuration, IF disrupts many of the characteristics often taken for granted in print fiction. For example, as Niesz and Holland point out, “Because the fiction is inseparable from the system that enables someone to read it, one cannot, as it were, hold the whole novel in one’s hand… One cannot look back at what went before” (120). One way to address these differences is through the SCRIPT function. Indeed, a game like Infidel, which includes a complex system of “hieroglyphics” for the reader to decipher, almost demands some type of transcription if the player is to be able to put the pieces of the code together. Furthermore, most players of IF make maps on paper in order to keep track of the complex web of locations the story. Though IF is essentially a computer-bound form, its readers often find themselves taking pen (or printer) to paper in order to resist the evanescence of screen scrolling.

However, IF’s removal from traditional texts is also one of its greatest advantages. In fact, I would argue that without computer technology, creating interactive fiction would be extremely difficult if not impossible. Choose-Your-Own-Adventure novels not only demand an arduous amount of page-flipping, the options they provide are only of the multiple-choice variety, as opposed to the much greater vocabulary-oriented option locus of IF. As Stuart Moulthrop and Nancy Kaplan argue, “the more intricate page-turning a text demands, the more conscious its reader is likely to become of the native sequence that he is being made to violate” (12). The computer’s advanced ability to handle high-speed calculations allows the text to become more truly interactive without any of the alienation produced by the print text which violates its own conventions. This makes the computer a necessary tool for IF; it is the only medium which allows the type of interactivity at issue here.

Finally, it is important to remember that although IF differs radically and in many ways from traditional texts, it is still a text. Its sentences and paragraphs may be interspersed with and guided by player input, but those sentences (as well as the sentences typed by the player) are still units of language susceptible to theories designed to analyze all such units. Literary theory is not obviated by the interactive text; rather it is pushed into new arenas.

THE NARRATIVE CURTAIN

Neil Randall’s analysis of IF includes a lucid explanation of one of its most noteworthy features: “interactive fiction disrupts the concept of the novel’s ‘last page’… an interactive fiction work’s only indication of ending… is the story’s announcement that the quest has been solved” (189). This effect is part of what I call the narrative curtain. IF allows its reader a certain initial area to explore, but draws a metaphorical curtain around its boundaries, a curtain which promises further expansion at the same time as it blocks the way. The reader’s task is to find the tools necessary to draw back the curtain and continue her progress through the narrative.

This curtain also operates at the level of player input. A player encountering an IF text for the first time has no idea of the limits of the program’s vocabulary, and must discover these limits by trial and error. Even after lengthy interaction, the player is always unable to construct a definitive list of words the parser understands — there always remains the possibility that the program understands words that the player hasn’t attempted. Thus, the curtain remains, promising expansion but blocking the reader’s vision of that expansion. This curtain is again made possible by the computer’s ability to hide parts of the text from the reader, a capability which print simply does not have, unless the narrative is serialized and forcibly withheld from its reader. It is this curtain which allows Niesz and Holland to conclude that “writing and reading as processes replace writing and reading as products” in IF (127).

“In general, the structure [of IF texts] is the Quest” (115), assert Niesz and Holland, and I would argue that this structure has been dictated by the power of the narrative curtain. Without a quest for the player to complete, the narrative curtain becomes more frustrating than satisfying. If the curtain is a puzzle to be solved, then passing through it is an achievement, but if it is simply an arbitrary barrier, the desire to cross it decreases along with the reader’s interest in the story. However, I would argue that without the narrative curtain, a player’s desire to make a line of IF’s web suffers serious attrition. If the text simply sprawls out before the reader with no particular narrative thrust, IF becomes less powerful and engaging than traditional fiction. However, the curtain still remains on the level of input, and if the text presents a world for the player to explore, the reader’s desire to discover the intricacies of that world erects yet another form of the narrative curtain — the allure of textual frontier, of undiscovered country. I would argue that the barrier of the narrative curtain is IF’s analog to the element of conflict in traditional narratives — a text can exist without it, but that existence is a dull one indeed.

A further effect of the narrative curtain is its impact on narrative time. The reason why an IF text can take “weeks, even months” to complete is because it takes time to discover how to pass through the various curtains it constructs for its reader, and the program won’t allow its reader to continue until she has discovered the secret of its puzzle. In other words, unlike readers of a traditional narrative, IF players can’t turn the page until they “deserve” to, that worthiness being earned by puzzle-solving. Computer fictions can adjust narrative time not only through forcing the reader to wait for blocks of text, but by challenging him to pass tests before the story can continue.

This brings up another salient point about IF — the frustration it causes when its reader finds herself unable to solve the puzzle. Nearly every player of Infocom games has experienced the sensation of being “stumped.” In the practical arena this has translated into hint book sales for Infocom, Inc. But what of IF theory? I would suggest that when the narrative curtain becomes impenetrable, IF is in its greatest danger of becoming unfriendly to the reader. The player is likely to simply stop playing if the obstacles become too difficult, allowing the curtain to become permanent and leaving the reader with a frustrating sense of lack of closure. However, there are important caveats to this point. Randall articulates the first:

Even when the reader cannot formulate a solution to advance the interactive text, she can usually back-track to a previous screen or side-step to another… In backtracking, the reader re-reads portions of the text, often many times over, in an effort to find a clue that will allow the barrier to be breached. By side-stepping, the reader hopes to return to the barrier with a new sense of how to surmount it. In either case, what is continuous is not the plot but rather the development of the reader’s knowledge of the world in which her character is travelling. (190)

The other point is that even when the reader leaves the program, the narrative curtain still possesses power. Players often return to a puzzle which is stumping them after weeks or months of inactivity, whenever a new approach occurs to them. When these are the circumstances and the curtain finally is pierced, the satisfaction of achievement is proportionally heightened.

The notion of the narrative curtain brings out one of the most interesting features of IF, its casting of the reader as bricoleur. The closest analog to this casting in traditional texts is in the mystery novel, where the reader often watches actively for clues in order to beat the textual detective to the solution of the crime, gaining thereby a certain sense of satisfaction and even superiority. However, in a mystery novel the answer will be revealed as long as the reader keeps reading. IF, on the other hand, forces the player to collect and combine pieces of the text and recontextualize them in order to pass through the narrative curtain, even if that bricolage is as simple as finding a key for a locked door. Until the player makes the connections the program wants, the Quest simply will not progress, though the line of the story may continue.

THE INTERACTIVE SUBJECT

The question of reader subjectivity is already incredibly complicated, and the advent of IF only adds more questions rather than answering any of those already extant. Thus, this section can only scratch the surface of this intriguing question, but I hope to address some of the main points.

Georges Poulet addresses questions of subjectivity in his essay “Criticism and The Experience of Interiority,” and brings up a point which is useful to the analysis of IF: through the medium of language, both author and reader are forced by the limited nature of their communication to exclude their actual lives and take on the “roles” which the language demands. Of course, the reader’s adjustment is greater because the author is choosing the words while the reader is making sense of them. IF texts complicate the assumption of such “roles.” Since the player is the direct agent of action in the story, one could argue that he is more himself than when reading a traditional text. However, this argument has a complicated flip side.

First of all, the reader’s subjectivity is constrained by the inevitable limits of the parser. Thus when I engage with Zork I am forced into the role of someone who cannot use certain words (the vast majority of words, actually). Moreover, the Quest structure demands that its readers assume the role of someone who cares about completing the task at hand. Thus, Zork asks me to become someone who would kill trolls and remove treasures from an underground labyrinth. Further, IF settings are often quite removed from reality, demanding another role adjustment, belief in hyperspace or magical mushrooms, for example. Finally, the text sometimes forces the player into a more specific persona. In Infidel, for example, the reader’s character is a ruthless, greedy archaeologist who is deserted at the narrative’s outset by his underpaid and overworked crew. Plundered Hearts, an interactive romance set in the 18th century, casts the player as a young woman who is captured by pirates. This role-casting can become highly specific, as in Hitchhiker’s Guide To The Galaxy, where the player is cast as Arthur Dent, the protagonist of the Douglas Adams novel from which the game is adapted. Other games however, allow interactive adjustment of the player’s role. Beyond Zork, for example, allows the player to create a “character”, which she names and for which she chooses the degrees of six different attributes (strength, compassion, etc.) from a fund of percentage points. Bureaucracy asks the player to fill out a form listing certain vital statistics (name, address, boy/girlfriend, age, etc.) and then further confounds that player’s subjectivity by forcing him into a specific situation with little or no bearing on reality and using the statistics provided to torment the player’s persona (The boy/girlfriend runs off, etc.)4

I would argue that no matter what the level, the player of IF texts is forced to some degree to assume the type of role which Poulet asserts for traditional texts. This role is further enforced by the program’s second person singular mode of address. When a typical sentence of IF is “You can’t go that way,” it’s clear that the text enacts an enforced recontextualization on the reading subject. This is where postmodern theories of subjectivity present themselves as useful tools for examination of the interactive subject. Postmodern theory generally accepts the subject as already fragmented, a fragmentation which is easy to see in the interactive subject. I would suggest that readers of IF texts, especially while they are in the process of reading, are excellent examples of “cyborgs,” as Donna Haraway uses the term. In “A Manifesto For Cyborgs” Haraway argues that the distinction between human and machine has already become so blurred that we experience day to day life as cyborgs, thinking of mechanical devices as extensions of our own subjectivity. For the IF player, reading a computer screen and typing English commands on a keyboard in order to direct a mystery narrative in the persona of Dr. Watson, this assertion isn’t difficult to accept.

INTENDED, IMPLIED, AND IDEAL READERS

The nascent stages of the formation of reader-response criticism were characterized by theorists like Walker Gibson and Gerald Prince, who constructed theories of readership which attempted to complicate the idea of reader reception by suggesting that texts ask readers to adjust their own perceptions of reality in order to conform to textual paradigms. We have already seen that IF forces a complicated and fragmented subjectivity on its reader, and examination of Gibson’s and Prince’s theories can help us to better understand this process.

Gibson, in “Authors, Speakers, Readers, and Mock Readers,” postulates a “mock reader,” arguing that “every time we open the pages of another piece of writing, we are embarked on a new adventure in which we become a new person — a person as controlled and definable and as remote from the chaotic self of daily life as the lover in the sonnet” (1). IF seems to literalize this process, while complicating it with the question of player agency. Although the player does assume a certain role, she also directly controls the actions of that persona. Thus, like traditional texts, IF constructs a niche into which the player must force herself, but within that niche she is allowed a freedom of movement unheard of in traditional texts.

Gerald Prince’s article “Introduction to the Study of the Narratee” introduces (appropriately enough) his concept of the narratee, “the narratee being someone whom the narrator addresses” (7). Prince goes on to use this concept to subdivide the types of readers. He distinguishes the real reader, the individual with the book in his hands, from the virtual reader, the intended audience of the author. He also posits an ideal reader, who would theoretically have a perfect understanding of the text in all its nuances. This ideal reader is, of course, a fiction. The narratee is separate from of these, though it incorporates elements of each. Like Gibson’s “mock reader” the narratee is someone who the real reader becomes in the process of reading. Since the narratee is the person to whom the narrative is directed, the text itself dictates the narratee.

These classifications are intriguing, but IF demands not only new categories but new scrutiny of the old ones. I would suggest three basic categories which have the mnemonic advantage of all starting with the same letter: Intended, Implied, and Ideal readers. The Ideal reader of an IF text is just as fictional as the one Prince stipulates. An Ideal reader would know the entire vocabulary of the parser, understand immediately how to pass through each narrative curtain, and appreciate every aspect and nuance of the interactive text. The Intended reader, on the other hand, while still a fictional construct, is more firmly within the realm of possibility. Intended readers are who the author of the IF text had in mind as average consumers. They would be able to appreciate the text and solve the puzzles, and would hit on some of the IF’s features, but would still leave some narrative curtains standing, and may miss some textual nuances. Implied readers are analogous to mock readers and narratees; they are the reader-personas to whom the narrative is directed. The text makes certain assumptions about them, such as their fluency in English and their basic grasp of textual conventions, but none about their ability to pass through narrative curtains or to grasp textual nuances. Each of these readers is a fictional construct, and together they form a continuum, from Ideal to Implied, into which the real reader necessarily must fall.

The advantage of this system of classification is not so much in its accuracy, but in its utility for further complicating questions of authorship and intentionality. For example, one problem with the Ideal reader is that, although she would grasp textual nuances perfectly, her perfect ability to instantly pierce narrative curtains would detract from her overall interactive reading experience. I would argue that part of the pleasure of the text lies in the challenge of bricolage which it issues the reader, and if solving the puzzles is no challenge, then that pleasure is drastically decreased. The Implied reader, on the other hand, while he may be familiar with basic conventions of IF, may also be immediately stumped or may disagree violently with the ideological content of the text. Thus, the “narratee” of IF may in fact be alienated by the text to an even greater degree than he would be by a traditional fiction.

Furthermore, the idea of intentionality is a highly dubious one, and even more so in IF. If we accept that traditional fictions are created by readers in conjunction with texts, as reader-response critics assert, then the author drops out of the picture. IF encourages this process through the tendency of computer software publishers to elide the names of programmers. More importantly, however, the notion of intentionality receives a staggering blow from the basic form of the text: one which refuses to acknowledge itself as complete until the reader fills in its gaps.

FILLING IN ISER’S GAPS

The notion of the narrative gap was first articulated by Wolfgang Iser. In “The Reading Process: A Phenomenological Approach,” Iser asserts that “a literary text must therefore be conceived in such a way that it will engage the reader’s imagination in the task of working things out for himself, for reading is only a pleasure when it is active and creative” (51). If this sounds remarkably like IF theory, the reason is that Iser conceived of reading as an active, creative process, whose agent is continually filling in the blanks for the text. Iser finds these blanks, or “gaps”, in areas of the text which somehow thwart our preconceived expectations: “whenever the flow is interrupted and we are led off in unexpected directions, the opportunity is given to us to bring into play our own faculty for establishing connections — for filling in the gaps left by the text itself” (55). I would argue that this description still applies to IF — the blocks of text in an IF program are just as capable of producing such moments of unexpectedness as any in print fiction.

However, IF obviously adds another level to the notion of gaps in a text. As Randall points out, “interactive fiction displays two types of narrative gap: the traditional type filled unconsciously by the reader, and a manifest type shown on the computer’s screen” (189). Every time the reader sees a prompt, she is expected to input some command, without which the story is simply halted. This prompt, this halting, is clearly a new type of narrative gap, one which the reader fills in more literally than Iser ever imagined.5 Iser assumes that readers of traditional texts always imaginatively fill in the gaps left by the text at its unexpected moments. IF, however, goes one step further, by forcing an active reading. It is this forceful narrative gap which makes IF so friendly to analysis in reader-response models. Far more than in a traditional text, the reader must respond if the text is to continue to reveal itself. Moreover, that response must consist of elements which the text can parse, or else the reader receives a message like “I don’t know the word ‘deconstruct'” (for example) and is returned to the prompt.

Iser uses the metaphor of constellations to clarify his theory: “two people gazing at the night sky may both be looking at the same collection of stars, but one will see the image of a plough, and the other will make out a dipper. The ‘stars’ in a literary text are fixed; the lines that join them are variable” (57). Iser’s stars are the printed units of language, and his lines are the conscious or unconscious connections drawn by the reader. I would contend that IF adds even more resonance to this metaphor. The reader of IF not only draws the connections Iser refers to, but activates explicit connections between textual blocks at every prompt, creating her own unique “constellation” of narrative, one whose shape clearly manifests itself in the line of the story under her guidance.

IDENTITY THEMES IN IF

If IF indeed helps to extricate and document the ways in which readers fill in narrative gaps, what can we learn from the differences in the constellations they create? One theory which presents itself as useful for answering this question is the one presented by Norman Holland in “UNITY IDENTITY TEXT SELF”. In that essay, Holland argues that unity and text have an analogous relationship to identity and self, the former term in each pair being an abstraction from patterns evidenced by the latter term. He argues further that because we are each possessed of and immersed in an identity, we extrapolate textual unity according to certain themes inherent in that identity (and the same applies to our extrapolations of the identities of others). For Holland, reading is a process in which, the pieces of self interlock with the pieces of text to form a reading, an interpretation of text which is inevitably stamped with the reader’s “identity theme.” Under this paradigm, interaction with an Infocom game operates like zipping up a zipper — the self and text interpenetrate to form a seamless narrative line, the direction of which must indicate elements of the reader’s identity theme.

However, there is a definite danger of oversimplification in this model. For one thing, no two readings of an interactive text, even by the same reader, are exactly the same. This fact calls into question the notion that identity themes can be traced even when the reading process is made more visible. In fact, it seems entirely plausible to me that the varying narrative lines of the interactive process are part of another binarism analogous to those Holland discusses. Rather than a pattern which shows itself in one reading, the visible identity theme evoked by IF is more accurately (I would argue) an extrapolation of tendencies within a grouping of several narrative lines from the same reader. Thus, as identity is to self and unity is to text, so the visible identity theme is to the group of narrative lines.

Moreover, Holland’s model allows no room for change. I would argue that the experience of interactive fiction has a direct effect on the reader, and that the crossing of a narrative curtain drastically affects the next reading of that same situation. Once I’ve discovered, for example, the secret of the Echo Room in Zork, I am highly unlikely to spend as much time there as when I was trying to puzzle it out. Conversely, the crossing of narrative curtains often allows the text to expand, showing the reader new locations or new features. It seems plausible to me that the text and player of IF can be read as providing growth stimuli for each other. Thus interactive fiction is a mutual growing experience, not only for the reader, but for the text as well, and the result of such a reading is not a text imprinted with the reader’s identity theme or a reader stamped with the themes of the text, but a unique collaboration of reader and text, one which partakes from both in order to create an unprecedented result.

READING AND WRITING: OBSOLETE CATEGORIES?

As we progress further and further into theorizing IF, it becomes increasingly clear that notions of authorship and readership are becoming more and more difficult to define. It is at this point when the theories most useful to us are those of the paradigmatic theorist of reader-response criticism, Stanley Fish. “Literature in the Reader: Affective Stylistics” was the article which announced Fish’s perspective on the reading process, a perspective which has come to be identified almost programmatically with reader-response criticism. In it, Fish posited meaning as an event, a “making sense” enacted by the reader. By closely reading sentences, and analyzing their capacities for forming meaning in a temporal dimension through the succession of words, Fish showed that meaning is not extracted from a text as if every word in it were received simultaneously. Fish analyzed the dynamics of expectation to demonstrate meaning as a sequence of mental events. His article attempted to change the typical critical question “What does this sentence mean?” to “What does this sentence do?”

I would argue that in the creation of an IF narrative, both the author and the reader are continually asking themselves this crucial question. Authors of interactive fiction write with the consciousness of their medium. They are aware of the narrative’s enforced gaps, and of the narrative curtains they are constructing, and this awareness inevitably affects their writing. For example, text in IF often contains hints about how to pass through certain narrative curtains. The magpie in the passage from Trinity I quoted at the beginning of this paper is squawking part of a formula by which the player may pass through a crucial narrative curtain. Without the magpie’s help, the bricoleur/player would have no idea how to cross this juncture in the narrative. Those sentences were clearly constructed with a mind towards what function they would serve, what they would do. Players of IF texts confront the same question at every prompt. The player typing commands into the computer is forced to continually ask herself “What will this sentence do?” so that she may better communicate with the program. The experience of writing for a parser provides constant reminders of authorship, audience, and action of units of language. It forces upon us the question which Fish only asserts.

The answers to this question seem to show up more clearly in interactive fiction, but this appearance itself is highly dubious. Though authors discover the effect of their sentences on game testers, they obviously cannot learn this effect for every player at every juncture. In fact, since meaning is created through the interaction of player and text rather than player and author, the author’s thoughts become irrelevant. It is the text which ultimately asks the crucial questions. Conversely, though the player always sees the results of his commands, they are not always clear or easily interpreted. While the text usually guides or blocks input, it occasionally does both, and sometimes does neither, producing a response like “Try to phrase that another way.” Though both player and text are asking “What will this sentence do?” the answer is neither easy nor clear.

This is where Fish’s notion of interpretive strategies comes into play. In “Interpreting the Variorum,” Fish asserts that “Texts are written by readers, not read, since, the argument now states, the formal features of the text, the authorial intentions they are normally taken to represent, and the reader’s interpretive strategies are mutually interdependent” (Tompkins xxii). Fish’s argument for traditional texts must be modified a little for IF, because the form muddies the distinction between author and reader. Not only is the reader utilizing interpretive strategies, the text is as well, and furthermore those strategies must coincide if the narrative is to progress. For a narrative curtain to be drawn, the reader needs to have a strategy which will allow her the correct pieces for her bricolage, and the text must have a strategy with which to interpret the player’s input. In this paradigm, the player and computer together fit rather well into Fish’s concept of the “interpretive community,” “made up of those who share interpretive strategies not for reading (in the conventional sense) but for writing texts, for constituting their properties and assigning their intentions” (“Variorum” 182).

However, to truly accept this concept, it is crucial that we absorb one final ideological prop, the notion of self as text as advanced by Walter Benn Michaels in “The Interpreter’s Self: Peirce on the Cartesian ‘Subject'”. In Michaels’ interpretation of the pragmatic philosophy of Charles Sanders Peirce, “our minds are accessible to us in exactly the same way that everything else is. The self, like the world, is a text” (199). Once we accept this dictum, several previously unsettling aspects of IF finally fall into place. First of all, if we can read the self as a text, we can just as easily read the text as a kind of self, especially the text of IF, which actively seeks input. With this understanding, interactive textuality is thrust into a new light. In the interaction of the computer program’s self/text with the player’s self/text, there is no reader and writer. They read and write each other. In the radical realm of interactive fiction, the theories of reader-response critics become facts, and in fact are surpassed. Not only does the reader actively fill in textual gaps, but the text fills gaps in the reader, plants seeds for ideas which haven’t come yet. Human and computer, when both are understood as both self and text, become a true interpretive community, each community producing its own unique fictions.

“Reader” and “text” become provisional terms. The text is a reader just as the reader is a text. Even “player” and “program” are problematic. The IF is, after all, attempting to program its human reader into certain responses, and is doing so with a significant element of playfulness. Interactive fiction, by enacting reader-reception theory, has stripped the most basic terms of literature of their apparent meaning, and cast us into a new location. It is one which is alien and unfamiliar, but it is also a nexus from which radiate thousands of branches of possibility.6

Endnotes

1 Because of its utility and clarity, I here reprint and appropriate for my own use Neil Randall’s definition of a “traditional” text:

Throughout this article I will use the term “traditional” to refer to literature printed on paper, usually in book (rather than magazine) format. I considered such terminology as “book fiction” or “Gutenberg literature” to avoid collocating such diverse novels as Mitchell’s Gone With The Wind and Barth’s Sabbatical, which have in common only the fact that they are written by Americans and printed on paper, but such terminology proved more cumbersome than it was worth. “Traditional”, therefore, says nothing of the degree to which a work is or is not avant-garde; it is simply a reference to medium. (190)

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2 The sources of the programs I refer to are two anthologies of Infocom programs, The Lost Treasures Of Infocom volumes I and II. Since these packages contain a total of 31 texts, I find it easier to simply cite the collection than each individual text.
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3 My analysis of the shape of IF owes much to theories developed for hypertext, a type of computer construction related, but not identical to, IF, the primary difference being that hypertext’s method of branching involves “clicking” with a mouse on a significant word or phrase rather than typing words for a parser. Discussions of hypertext which are useful for analysis of IF are included in my list of references.
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4 Other games vary the persona of the reader even within the context of the program. Border Zone, for example, is divided into “chapters,” each of which casts the reader in a new character.
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5 However, even this literalization is problematic due to the fact of the parser. I would argue that Fish’s notion of societally mediated boundaries to interpretation comes in handy here. Just as the reader’s imagination is not free to fill in the gaps in just any way, so the player’s input is restricted by certain ambiguous boundaries.
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6 This paper only attempts to examine IF as it looks through the lens of reader-response criticism. A more complete discussion of IF would include sections on the idea of the varying levels of code inherent in reading an IF text, some system for evaluating quality, a consideration of the political implications of simulation, questions that still remain open, and of course the obligatory “speculation on the future” section. I had originally planned on these, but the project simply became too large. When I revise this paper to turn it into an article, those sections will be included. [LOL Yeah, right. That never happened. –PO 2000]
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References

Bolter, Jay David. “Literature in the Electronic Writing Space.” In Myron C. Tuman (ed.), Literacy Online: The Promise (and Peril) of Writing With Computers. Pittsburgh: University of Pittsburgh Press, 1992: 19-41

Campbell, P. Michael. “Interactive Fiction and Narrative Theory: Towards An Anti-Theory.” New England Review and Bread Loaf Quarterly 10.1 (1987): 76-84

Fish, Stanley. “Interpreting the Variorum.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 164-184

Fish, Stanley. “Literature In The Reader: Affective Stylistics.” In Jane Tompkins (ed.), Reader-Response Criticism:From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 70-100

Gibson, Walker. “Authors, Speakers, Readers, and Mock Readers.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 1-6

Haraway, Donna. “A Manifesto For Cyborgs: Science, Technology, and Socialist Feminism in the 1980’s.” Socialist Review 80 (1985): 65-107

Holland, Norman N. “UNITY IDENTITY SELF TEXT.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 118-133

Infocom. The Incomplete Works of Infocom, Inc. (advertising pamphlet) Cambridge: Infocom, 1985

Infocom. The Lost Treasures Of Infocom. Cambridge: Infocom, 1992

Infocom. The Lost Treasures Of Infocom II. Cambridge: Infocom, 1992

Infocom. You Are About to See The Fantastic Worlds Of Infocom Unfold Before Your Very Eyes. (advertising pamphlet) Cambridge: Infocom, 1984

Iser, Wolfgang. “The Reading Process: A Phenomenological Approach.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 50-69

Kelly, Robert T. “A Maze of Twisty Little Passages, All Alike: Aesthetics and Teleology in Interactive Computer Fictional Environments.” Science Fiction Studies 20 (1993): 52-68

Landow, George P. Hypertext: The Convergence of Contemporary Critical Theory and Technology. Baltimore: Johns Hopkins University Press, 1992

Michaels, Walter Benn. “The Interpreter’s Self: Peirce on the Cartesian ‘Subject’.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 185-200

Moulthrop, Stuart. “Reading From The Map: Metonymy and Metaphor In The Fiction of ‘Forking Paths’.” In Paul Delany and George P. Landow (eds.), Hypermedia and Literary Studies. Cambridge: MIT Press, 1991: 119-132

Moulthrop, Stuart and Nancy Kaplan. “Something to Imagine: Literature, Composition, and Interactive Fiction.” Computers And Composition 9.1 (1991): 7-23

Niesz, Anthony J. and Norman N. Holland. “Interactive Fiction.” Critical Inquiry 11.1 (1984): 110-29

Poulet, Georges. “Criticism and The Experience of Interiority.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 41-49

Prince, Gerald. “Introduction To The Study Of The Narratee.” In Jane Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: 7-25

Randall, Neil. “Determining Literariness In Interactive Fiction.” Computers and the Humanities 22 (1988): 183-91

Tompkins, Jane. “An Introduction To Reader-Response Criticism.” In Jane
Tompkins (ed.), Reader-Response Criticism: From Formalism To Post-Structuralism. Baltimore: Johns Hopkins University Press, 1980: ix-xxvi

Ziegfeld, Richard. “Interactive Fiction: A New Literary Genre?”. New Literary History 20.2 (1989): 341-372

Twisty Little Passages by Nick Montfort (book review) [Misc]

[This is a review I wrote in 2004, of the first book-length academic study of interactive fiction: Nick Montfort’s Twisty Little Passages. I also posted a version of this review on the Amazon page for that book.]

Just over ten years ago, I was holed up in the University of Colorado at Boulder’s Norlin library, researching interactive fiction. I was a grad student in English, and had a final paper due in my Literary Theory class. Activision had recently released the Lost Treasures of Infocom bundle, reawakening my childhood love of IF, and I felt inspired to write a paper that connected reader-response theory to the actual reader-responsiveness of text adventures. I wanted to cite and to engage with previous academic work on IF, but unfortunately, though unsurprisingly, it had received very little serious critical attention. Sure, I found a few articles here and there, but what I really needed was something substantial, something that offered a critical vocabulary for talking about interactive fiction, that placed it in a literary context, and that presented a basic history of the form.

What I needed was Nick Montfort’s Twisty Little Passages. How strange and funny that ten years later, the paper I wrote for that class finds itself cited in the first book-length academic treatment of interactive fiction. True, the citation only occurs in a passing (and correct) dismissal of reader-response theory as anything but a very limited way into talking about IF, but it makes me feel like part of history nonetheless. Montfort’s book is just what IF needs to establish its rightful place in the scholarly discourse surrounding electronic literature, and indeed literature, full stop. It never fails to be informative, and frequently succeeds at being sharply insightful about the literary elements of IF.

However, Twisty Little Passages is quite suitable for readers outside the ivory tower as well. Though the book is clearly aimed at an academic audience, Montfort’s prose is blessedly jargon-free, clear, and effective, with generous doses of humor thrown in for good measure. Even in its most theoretical moments, the book manages to balance impressive rigor with unfailing clarity, a feat all too rare in literary theory. Consequently, it’s an entertaining read for general audiences and English professors alike. If you’re an IF aficionado like me, you’ll find Twisty Little Passages enlightening and fun, and if there’s anyone in your life who genuinely wants to know what interactive fiction is and why they should care, hand them this book.

Just the bibliography alone is a noteworthy achievement; Montfort has synthesized the already extant body of formal IF scholarship and mainstream coverage with much of the important amateur IF theory produced by people like Graham Nelson and Emily Short. Also included are a range of other contributions from the IF community and pieces covering the book’s other concerns, including riddles and computer science. In addition, there is a formidable collection of IF works cited, a list comprising much of the most influential interactive fiction of the past thirty years.

Something else that the bibliography makes clear is the value of Montfort’s personal connections. It’s peppered with references to emails and private conversations with some of the leading lights of IF history: Robert Pinsky, Graham Nelson, Steve Meretzky, and others. Montfort’s ability to gather such firsthand information highlights one of the most important things about Twisty Little Passages: not only is it the first book-length treatment of interactive fiction, it is the first formal treatment I’ve seen that approaches IF from the inside out, rather than from the position of a quizzical spectator. Montfort’s extensive experience in both the academic and IF communities lends him a brand of authority that previous commentators on IF lacked.

Of course, authority only gets you so far — it’s what you do with that authority that counts. That’s what makes the first two chapters of Twisty Little Passages such a particular pleasure: Montfort not only knows what he’s talking about when it comes to IF, he’s got quite a bit of original insight to offer about its literary and theoretical contexts. As with many works of literary criticism that seek to approach an underscrutinized area, the project of this book’s first chapter is not only to expose the topic’s theoretical underpinnings but to define and delimit a specific vocabulary for use in discussing it. Montfort does an excellent job of providing a clear definition of IF (and indeed of making the case for the term “interactive fiction”) and of defining a set of terms to identify the subcomponents of the IF experience.

For example, according to the book, a session is “what happens during the execution of an IF program. [It] begins when an IF program starts running [and] ends when the program terminates”, while a traversal is “a course extending from a prologue to a final reply, and from an initial situation to a final situation” — thus a traversal can encompass many sessions (as frequently happens in the case of long, complex games), or a session can encompass many traversals (as happens with short games with high replay value.) Of course, at bottom the choice of terms is more or less arbitrary, but it is crucial that we be able to name the various parts of the IF experience — they are our stepping stones to more sophisticated discussions. Twisty Little Passages lays this groundwork admirably.

On the whole, this book seems more interested in surveying the territory of IF than in making unified arguments about it, but the exception to this is chapter two, where Montfort makes the case that the most important literary progenitor of IF is the riddle, and takes a counterpoint to the most famous analogy and contextualization of IF from the last decade:

The riddle, like an IF work, must express itself clearly enough to be solved, obliquely enough to be challenging, and beautifully enough to be compelling. These are all different aspects of the same goal; they are not in competition. An excellent interactive fiction work is no more “a crossword at war with a narrative” (Nelson 1995a) than a poem is sound at war with sense.

This is a brilliant and entirely convincing comparison. Montfort gives us a brief history of the riddle, and draws the necessary parallels to demonstrate IF’s similarities with it, leaving us with a new paradigm within which to view interactive fiction. Best of all, this angle of approach allows IF to be both story and game, both art and amusement, without detracting from the value of either.

Chapters three through seven, indeed the bulk of the book, are devoted to delineating the history of IF, from its mainframe beginnings to the current amateur renaissance. It’s an entertaining journey, and Montfort’s encapsulation of IF history is concise, approachable, and extremely informative. I found it a little frustrating, though, because it must of necessity skim over the ground rather quickly, especially as it moves into the Infocom era and beyond. Consequently, there are many moments of intriguing literary analysis of IF games, but they end almost as soon as they begin — practically every page contains material that could make a full article in itself. By the time I reached the end of the book, a sort of epilogue that takes inventory of the various ways in which the tropes of interactive fiction have made their way into our culture, I was already wishing for a sequel, one that assayed a more in-depth discussion of games like Mindwheel and Photopia instead of the tantalizing tidbits we get here.

Montfort has already done some of this sort of work, such as an article written with Stuart Moulthrop for an Australian digital arts conference, analyzing the role of Princess Charlotte in Adam Cadre’s Varicella. However, not much work of that sort could appear without Twisty Little Passages preceding it, just as in-depth conversations can rarely occur prior to introductions. This book creates a foundation for the inclusion of IF in literary discussions, and for further examination of specific IF works. Perhaps if we look back on IF criticism in another ten years, we’ll see that introduction as the most important service Twisty Little Passages performs.

What’s next for >INVENTORY

With the publication of my Identity review, I’ve now completed the journey of reprinting every IF Competition review I wrote between 1996 and 2004. There are over 300 of them!

As I said in this blog’s first post, I intend it to house not just my comp reviews, but everything else I’ve written about IF. So now that the comp reviews are all here, I’m going to cast around for everything else of mine I can find on the topic (newsgroup posts and SPAG editorials excepted… for the most part) and get it in here.

That means a few different things:

  • Essays I’ve written about IF
  • Interviews I’ve given
  • Solicited reviews I’ve written
  • Reviews I wrote for the onetime paying home of longer works, Mark Musante’s IF-Review
  • Reviews of commercial adventure games
  • Miscellaneous stuff — correspondence, haikus, IF material from my other blog, etc.

I’m also planning to spruce up the site a bit with easier indexing of its material, and better links from IFDB. In addition, along the way I’ve found it in me to write some new stuff too! The Infocom >RESTART reviews are the first piece of that — so far I’ve written up my experience of playing Zork I and Zork II with my teenage son, and there’s more of that to come. (You can probably guess which one is coming next.)

Beyond that, I’ve found myself curious about what lay beyond the horizon after 2004 in comp-world, so I’ve decided to play and review some games from 2005. As you might expect, this will happen in fits and starts — my life has changed considerably since that era — but so far it’s been a lot of fun. So once I’ve collected and deposited all the stuff I listed out above, there will be new comp reviews! Uh, of very old games. But still new to me!

So although the 1996-2004 comp reviews are done at last (after 16 months!), there is a lot more inventory to unpack! I hope someone finds it useful — it’s been tons of fun to revisit it all.

Identity by Dave Bernazzani [Comp04]

IFDB page: Identity
Final placement: 15th place (of 36) in the 2004 Interactive Fiction Competition

Man, what did I say about the doomed starships with the cryogenic pods? Just two reviews ago I was talking about how they’re the hot new comp game setting, and now here comes another one. Crazy zeitgeist. No doubt each of these authors is bummed to have somehow locked into the concept that’s freakishly dominating the comp this year, because the games are inevitably going to be compared to each other, and when there’s a comparison, somebody suffers. In this case, the game doing the most suffering will certainly be Getting Back To Sleep, but between the two remaining contenders, Identity and Splashdown, the contest is much closer.

They’re both implemented solidly enough to be quite playable, but then again they’re both plagued with numerous typos, formatting errors, and minor bugs. Neither one manages to do anything particularly original with the “crash survivor” plot, though both provide a series of relatively enjoyable (if rote) puzzles. In the end, though, I’m afraid I have to give the nod to Splashdown, because that game just seems to be a little more interested in telling a coherent story than Identity is. Splashdown‘s comparative richness of story and setting arises from fillips like its PDF feelie, but also from the choice of story elements like a more interesting origin for its craft’s demise.

One of the weakest points of Identity is actually one of its main points: the PC’s amnesia. Even setting aside the fact that the amnesiac IF PC is an exhausted cliché, there is no reason that I can see for this PC to be thus stricken. From the first 30 seconds of the game, we can piece together that the PC is a guy who was on a starship in cryogenic sleep, and that the starship has now crashed. After playing through the whole thing and encountering several scenes where the game tries to fill in more memories, what we know about the PC by the end is… that he’s a guy whose starship crashed.

In contrast to a game like Square Circle, where the revelation of the PC’s identity puts something at stake due to the memories and knowledge about him possessed by various characters in the game’s milieu, Identity‘s PC wanders around on a planet full of strangers who seem actively and unnaturally disinterested in who he is. His true name matters to no one, even himself, and thus concealment of it buys the story nothing. The game would have worked exactly the same way if the PC’s memories had been complete and intact at the beginning of the story, and I’m not sure why the game gives him amnesia at all, except to conform to some misguided notion that all good PC’s don’t know who they are.

Either that, or perhaps the original plan for the game included some subplot in which the character’s identity mattered, a subplot that may have been cut to meet the comp deadline. In this latter case, though, the amnesia should have been excised. It wouldn’t have been too hard — just the removal of a few extra bits of prose and a retitling.

I’m more inclined to suspect that the amnesia was introduced in order to conform to a sort of 80’s old-school blueprint, because the game itself feels like a direct descendant of some of the sub-Infocom work from that decade. Everything feels very mechanical, including the people and animals. For instance, there’s a yak in the game, but the writing does very little to evoke anything yak-like about it, and instead it behaves somewhat like a horse, somewhat like a cat, but mostly like a yak-shaped car whose ignition key must be obtained (naturally) by solving a puzzle.

This puzzle, like many of the puzzles in the game, involves observing what few things are implemented and figuring out how they might interact with each other in game-logic. Not natural logic, of course, or else the solution to the yak puzzle would have worked equally well in another puzzle with a virtually identical objective. This approach isn’t my favorite — I prefer the realism that’s come in with the best IF of the last decade. Still, it’s enjoyable enough for what it is, and one area in which this game deserves praise is in its handling of unexpected verbs.

For instance, as an antidote to amnesia I tried REMEMBER, and was quite pleased to see that the game handles it (albeit with a default response.) Elsewhere, I found myself in a chair with some safety straps I could fasten, and smiled when SECURE STRAPS worked as expected. This game has clearly been tested, and that counts for a lot with me. Unfortunately, the testing didn’t quite weed out all the bugs, both in coding and in prose mechanics, so another round is required. Identity isn’t an unpleasant way to spend an hour or so, but for me it felt mostly like a missed opportunity.

Rating: 7.8