Asendent by Nate Cull and Doug Jones as Sourdoh Farenheit and Kelvin Flatbred [Comp00]

IFDB page: Asendent
Final placement: 51st place (of 53) in the 2000 Interactive Fiction Competition

It’s the little things in life that help me keep my sense of irony. Like this: right after I finish a game that pays tribute to Graham Nelson, I get this game, which is apparently a tribute to Rybread Celsius. A tribute to Rybread Celsius. The world never ceases to baffle me. As I’ve written before about Rybread, he seems to have a devoted cult of followers, but I’ll never be one of them. I guess I’m just old fashioned enough to like my games with error-free prose and code, and I also sort of like them to, y’know, make some kind of sense. Asendent is, if anything, actually worse than anything Rybread ever produced. Certainly the spelling is worse, especially compared to the later Rybread (see L.U.D.I.T.E.) The code is also quite horribly buggy, though it thankfully leaves the debug verbs available, so players can be sure they’re not missing anything.

As with Comp00ter Game, Asendent looks like it might have some point to make, but just like Comp00ter Game, that point was lost on me. To me, it just seemed like a really horrible game. What’s the point of producing such a thing, especially on purpose? The intro seems to suggest it’s hallucinatory, and Rybread games certainly are that, though they don’t tend to trumpet the fact themselves. But it’s not the terrible spelling that makes them hallucinatory. It’s the imagery. Asendent can’t compare to a real Rybread game when it comes to startling images, and its imitation seems pale indeed. The purpose of its imitation is a mystery. A tribute to Rybread Celsius. People are so odd.

Asendent took me about 10 minutes, at the end of which I shook my head and got ready for the next entry. Hey, just like a real Rybread game!

Rating: 0.8

Letters From Home by Roger Firth [Comp00]

IFDB page: Letters From Home
Final placement: 12th place (of 53) in the 2000 Interactive Fiction Competition

Graham Nelson once described interactive fiction as “a narrative at war with a crossword.” Letters From Home takes a definite side in this battle by being an interactive narrative where the main goal is to complete a crossword, and whose entire purpose is structured around puzzle-solving, the “crossword” part of the metaphor.

The explicit connection with that metaphor is just one of the many pieces of Nelsoniana scattered throughout the game. From the introductory text, to the Jigsaw (grandfather clock and Titanic mementos) and Curses (sprawling mansion filled with relics of distinguished ancestors) references, to the somber traces of wartime, the whole thing comes across as a loving tribute to Graham. Being a Nelson admirer myself, I couldn’t help but be impressed by the various clever nods to him peppered throughout this game. There’s also a hilarious Zork allusion in a throwaway parser response and even a passing reference to the author’s own Cloak Of Darkness demonstration page for the various IF languages.

The main attraction in Letters, though, is the puzzles. This is one of those games whose plot is thin to nonexistent, and whose mimesis gets shattered (literally) in the course of puzzle-solving. The game isn’t particularly straightforward about announcing what your objective is supposed to be, but it comes clear after a bit. At first, Letters seems to be a standard-issue “collect your inheritance by solving puzzles” game a la Hollywood Hijinx, but the plot and the mimesis both evaporate rather quickly as it becomes clear that the real point of the game is collecting the letters of the alphabet by finding things that represent or resemble them in some way.

For example, you find a cup of tea, and sure enough, it represents the letter T. Once you get the hang of it (hint: leave your sense of realism at the door), most of these puzzles are fun, and a few are quite remarkable. Some, though, are marred by ambiguous writing. For example, one of the necessary objects is described as stuck to a skylight. Perhaps because of architectural styles where I live, I don’t expect that I’ll be able to reach up and touch a skylight — they tend to be placed in high ceilings. Consequently, I thought that the puzzle was to find a way to reach this object — I climbed stuff, searched for a ladder, tried to haul furniture into the room, all to no avail. Finally, I turned to the hints, which just said to… take it. I did, and it worked.

Now, part of the problem here was no doubt my fault: I should have just tried taking the item. However, I’d submit that if you’re writing descriptions (especially terse descriptions like those in this game) where critical puzzle pieces depend on how the player envisions the room, there had better be a lot of clues in place to make sure that you’re communicating clearly. Letters From Home sometimes fails to do this.

I didn’t finish the game in the two-hour judging period — no great surprise since I’m guessing there are twenty-six letter puzzles, some of which require multiple steps. In addition, there’s a time limit, which I blithely exceeded. So I don’t know much about the ending, and probably missed half the puzzles. I doubt the ending has much of a punch — there’s virtually no narrative in this game, and solving the puzzles is its own reward. As for the half I missed, if they’re anything like the half I found, I’ll bet they’re a lot of fun, though occasionally needlessly frustrating.

Letters was coded quite well — I only found one bug, though a rather amusing one. The game’s time limit is 12:00 noon, and it creates atmosphere by having the village chimes toll on the hour. However, once it gets past noon, the chimes toll thirteen times, then fourteen times, and so on. The funny thing is, the game is so unrealistic that at first I didn’t even notice the oddness of the extra chimes. In a world where everything keeps turning into letters of the alphabet, and abstract concepts like letters can be carried around in your inventory, what’s a little extra chiming?

Letters From Home is a fun, lexicographically oriented puzzlefest that needs a bit more work on writing and coding before it can reach the Nelsonian level to which it aspires. This review has been brought to you by the letters “G” and “N”.

Rating: 8.2

Comp00ter Game by Brendan Barnwell as Austin Thorvald [Comp00]

IFDB page: Comp00ter Game
Final placement: 49th place (of 53) in the 2000 Interactive Fiction Competition

I’m pretty sure that Comp00ter Game wants to be a parody of bad games, or bad authors, or something. At least, let me put it this way: I really really really hope that’s what it wants. It is (again, I hope) far too bad not to be intentionally bad. You know, misspelled words, broken code, leaving debug mode on, that kind of thing.

Here’s the thing about satire, though: you can’t satirize stupidity just by acting stupid yourself. You’ve got to have something, somewhere, that indicates that you and your target are separate things. Otherwise, it’s kind of like the prose equivalent of imitating somebody’s words in a high, nasally voice. That’s not satire. It’s not even funny. It’s just sort of irritating. Even if you make a few offhand references to Joyce or something.

That’s the deal with Comp00ter Game. It made me laugh a couple of times, but as far as I can tell, it is as awful a game as has ever been produced. Now, this being interactive fiction, it’s entirely possible that I missed some proper action or magic word or something that puts the whole terrible part into some clever perspective. The file is 150K, after all, and I spent a fair bit of time trying to figure out what could possibly be taking up all that space. I finally concluded that it must be the Infix stuff, which the author left in — I haven’t started a new Inform project since Infix was introduced, so I’m not sure how much it bloats a file, but it seems logical that it would add a fair amount.

I did type “tree”, and managed to crash the whole game with a fatal error, so that left me pretty convinced that the game isn’t clever, just very very broken. It certainly didn’t come with any walkthrough, and I don’t have access to the net at the moment (to check Deja for rgif postings), nor to txd, so that’s the conclusion I’m resting with. The upside is that I didn’t spend much time playing it, nor writing this review, which brings me that much closer to my goal of actually finishing all the games by the deadline. That’s worth something, at least.

Rating: 1.1

The Pickpocket by Alex Weldon [Comp00]

IFDB page: The Pickpocket
Final placement: 32nd place (of 53) in the 2000 Interactive Fiction Competition

It’s the kind of situation that happens all too often in comp games: after a long period of frustration, I finally turn to the walkthrough, only to find that the correct solution was unguessable due to the game’s omission of a critical detail. That’s just the situation I thought I was in when I finally turned to the walkthrough for Pickpocket and saw that it suggested the manipulation of an item I had never seen at any point in the game. So I marched on over to where the item was supposedly to be found, all set to write a cranky note for this review, and discovered something that surprised me: the item was in the room description. In fact, it had been there all along.

It was then that I realized that the game had pulled a rather clever, but completely fair, trick on me. (The rest of this paragraph could be considered a mild spoiler, I suppose, though it really just boils down to the standard admonishment to read carefully.) You see, what Pickpocket did was to announce the presence of an important item, but to announce it in an utterly casual way, burying the sentence in the second line of a rather long-winded room description, a description that is almost identical to eight other room descriptions in the game. What’s more, the game ensures that you’ll encounter at least three of these near-identical descriptions before you get to the one with the important difference.

This devious but totally reasonable trick worked perfectly on me — by the time I got to the critical room (and I got to it seventh, not fourth), I was blowing past the room descriptions, assuming that they were all pretty much the same. Even better, it’s the perfect trick for a comp game by a first-time author, since if most of its players are like me they’ll be (A) going quickly, hoping to finish within the two-hour time limit, and (B) not expecting anything quite so devious in what is otherwise a fairly straightforward game. When a game gulls me so completely, I can only salute it.

Then again, there is another, less laudable reason why I turned to the walkthrough: I encountered a bad bug. This bug was of the “Which do you mean, the door or the door?” variety, which is even more disappointing in an Inform game than it is in a TADS game, since Inform’s library has never had any particular propensity for creating that kind of error, where TADS’ library did (though I don’t think it does anymore.) After I encountered this bug at what seemed to be the climactic scene of the game, it was easy to assume that my failure to progress was the game’s fault, not mine.

Even after I discovered how the game had hoodwinked me, I felt disappointed that it contained such a serious bug, because without the presence of that bug (and a few others, and some few-and-far-between spelling and grammar errors), I might have felt compelled to continue working at the game and had the pleasure of solving that puzzle myself. The whole experience just reminded me again that one of the most important reasons for betatesting is that once players encounter a serious bug, they’re unlikely to take the rest of your game very seriously, having lost faith that it knows what it’s doing.

The other lesson that Pickpocket underscores is the importance of maintaining some logical consistency in constructing the PC. First of all, the premise of Pickpocket strains credibility considerably: a street urchin has made off with your money pouch, so you decide to wait until nightfall, then prowl into the most dangerous slums in the city to find the urchin and recover your money. Only in a text adventure could a character like this seem like a normal person — any book, TV, or movie character that made such a choice would come across, at best, like Charles Bronson gone way off his meds, only unarmed and not at all intimidating.

Certainly any real person that tried to hunt down a pickpocket just by wandering into the slums, hours after the robbery, would deserve to have her sanity questioned. But even if we grant this premise, the game still demonstrates a puzzling lack of moral consistency. For example, the game’s response to OPEN CASH REGISTER is “You’re trying to catch a thief, not embark on a life of crime.” Yet to recover this money, you’ll end up committing theft, assault, menacing, breaking & entering, and vandalism. If that’s not a life of crime, I’m not sure what is. Overall, Pickpocket is an enjoyable game with one dynamite ace up its sleeve, but that sleeve is still a bit ragged from logical inconsistency and technical errors.

Rating: 7.8

Ad Verbum by Nick Montfort [Comp00]

IFDB page: Ad Verbum
Final placement: 4th place (of 53) in the 2000 Interactive Fiction Competition

Among Infocom enthusiasts, the game Nord and Bert Couldn’t Make Head Or Tail Of It doesn’t tend to get singled out for a lot of praise. It has its fans, sure, but rarely receives the hosannas granted to such works as Trinity, A Mind Forever Voyaging, or even Planetfall. Its detractors, on the other hand, can be extremely vocal and emphatic. Ironically, though, the thing its critics decry is in fact the game’s greatest strength: it is a near-total break from IF convention, setting aside adventuring and role-playing to focus instead on wordplay, puns, and cliches. A typical Nord and Bert puzzle asks you to type a spoonerism, cliche, or bad old joke into the command line, which the game will then recognize and advance the story for you.

Naturally, if you despise puns, or if you don’t know a lot of cliches, or if you don’t enjoy wordplay, Nord and Bert isn’t the game for you. Because I love language and have a pretty firm command of English idioms, I loved Nord and Bert, though I certainly found myself relying on the hints at a few points. Still, it’s not surprising that fans of Trinity-style IF find themselves caught short when playing the game — it’s nothing like any other Infocom game, or really any other piece of IF. Until now. Ad Verbum is very much in the spirit of Nord and Bert, but instead of focusing on English idioms, it focuses on the words themselves, having a ball with all manner of challenging restrictions on expression.

For example, there’s a room where every single word starts with “S”. I’m not kidding — every single word. Don’t believe me? Here’s the room description:

Sloppy Salon
Simple social space, sadly spoiled. Some skewed situation's sequel,
surely. Seemingly, slovenly students sojourned -- scraping,
scratching, scuffing surfaces.

Stuff: ... stainless steel stapler... sizable sofa.

Now, I’ve seen some amazing room descriptions in my years of playing IF, but this one just blows my mind. I can’t believe the sheer linguistic bravado of it. Not only that, the author performs a similar feat in four other rooms, one for the letter “E”, one for “N”, one for “W”, and another for “S”. Not only that, each room has customized library responses consisting of only words beginning with the appropriate letter. In these rooms, as you might gather, the game will only accept input beginning with the appropriate words — the challenge is to come up with words that tell the parser what you want to do while staying within the linguistic restriction. Keep a thesaurus handy while playing this game.

Just for these rooms alone, the game is a towering achievement. To come up with not just a room description, but actual library responses that make sense for all commands, in such a restricted form, is incredible. Beyond this, though, is the achievement in parsing — I shudder to think what this game’s code must look like. And those four rooms are just one part of the whole thing. Ad Verbum overflows with linguistic challenges of this nature, and I had a hell of a lot of fun playing it.

At least, I had fun until the time I typed in an answer that should have worked under the game’s rules, but which the game didn’t recognize. And there we have the danger of this kind of game. Its wordplay challenges are so mind-wrenching that when I do come up with an answer that works, the game had better accept that answer, or I’ll get frustrated very quickly. Up until about halfway through Ad Verbum, I found that it was very well prepared to handle anything I threw at it. However, as I moved to other puzzles, it started to reject perfectly valid commands, which caused me to lose faith in the game with distressing speed, despite how impressed I had been with it up until then. After that frustrating period, I turned to the help and didn’t try very hard to solve the rest of the puzzles, which is a shame because some of them were really excellent puzzles.

The problem is that because Ad Verbum requires such specific input, when it isn’t prepared to handle what little input is valid under its rules, it seems much more broken than does a typical IF puzzle when it rejects alternate solutions. I can’t say I blame it — frankly, I’m astonished by how well coded it is already, even despite what it still lacks — but that didn’t make my experience any more fun when the game was rejecting correct answers. Ad Verbum sets itself a highly bizarre challenge, bravely taking up the mantle of Nord and Bert. When it succeeds, it provides immense intellectual pleasure. When it fails, it generates great frustration, and helps me understand just a little bit more of what those Nord and Bert bashers are on about.

Rating: 8.6

[Postscript from 2020: Ad Verbum won the XYZZY Award for Best Puzzles, in a ceremony held on ifMUD. In accepting the award, Montfort gave the most astounding acceptance speech I’ve ever seen. I reproduce it here in full, from its archive on Montfort’s site:

Ahem, awesome! Author accepts an appealing award affably.

As author’s actions affirm, alphabetical arrangements always amused author. Assembling assorted arbitrary ASCII, ad absurdo, as adventure and acquisition, appeared attractive.

And accordingly, author attacked adventure, abandoning ars amatoria, abandoning athletic activity, appearing agonizingly antisocial. After arduous attempts and assays, author actualized adventure.

Accolade and adventurer appreciation authentically affects author.

Acknowledgement appears appropriate: author appreciates all assistance and aid, awfully. An acolyte (“alone,” as acolyte’s appellation asserts) accoutered abundant authentication aid, assuredly above average.

Author asserts again: acclaim’s absolutely appreciated. Adieu!]

The Masque Of The Last Faeries by Ian R. Ball [Comp00]

IFDB page: Masque Of the Last Faeries
Final placement: 31st place (of 53) in the 2000 Interactive Fiction Competition

Yet another entry in the category of “cool idea with lame execution” comp games, The Masque Of The Last Fairies is all the more frustrating for the glimpses of quality visible beneath its very rough exterior. At first, the problems appear to be rather superficial: formatting weirdness, grammar blunders, and such. Now don’t get me wrong — these things matter, a lot. It’s a source of constant puzzlement to me that games get released to the public while they’re still swimming with mechanical errors in their writing. You know, in some kinds of games, English errors wouldn’t matter very much, if at all. If you’re writing a new version of Quake or Space Invaders, who cares if your code comments are littered with its/it’s errors? But these are text adventures. In order for a text adventure to be good, the text has to be good.

To me, this seems blatantly self-evident. Apparently, though, it isn’t, not when I still end up playing games with sentences like this: “A grand staircase leads up although a row of potted shrubs act as a barrier at it’s base.” Quick lesson: “it’s” is a contraction of “it is,” as in “It’s alive!” “Its” is the possessive form of “it”, as in “a barrier at its base”. Like “his”, “hers”, and “ours”, “its” has no apostrophe, and it never will. If it’s possessive, don’t give it an apostrophe, lest you mangle its meaning. See how easy that is? Similarly, please print a newline before a prompt. Please don’t put more than one blank line between pieces of text unless you’ve got a damn good reason. A mediocre game with correct grammar and correct formatting is still much more immersive than an imaginative, interesting game with really broken grammar and formatting, because every time I have to stop and figure out what a sentence means, or readjust my eyes to figure out what text printed after the prompt because there’s no newline between the previous text and the new text, I get thrown out of the story for a moment. Those moments add up.

Still, if cosmetic problems were the extent of this game’s flaws, I’d probably still be able to have a fairly good time playing it. And indeed, up through the first three acts, this appears to be the case. However, after that I learned that it’s apparently impossible to score all the points, due to the fact that one of the things the hints suggest seems to evoke no response from the game at any point. Moreover, as the game goes on, Masque succumbs to what I’ll call “Harvey Syndrome”, after Elwood P. Dowd’s lapine companion who was inexplicably invisible to the rest of the world. A game suffering from Harvey Syndrome talks about objects which are strangely unavailable for examining, taking, or in fact any kind of interaction at all. I’m not talking about scenery in room descriptions here — I mean major NPCs and objects ostensibly in your inventory. When somebody hands you something, you ought to be able to examine it rather than being told “You can’t see any such thing.” If there’s a character speechifying next to you, you ought to be able to examine that character. In Masque, these people and objects show up in action descriptions but, Harvey-like, are unavailable in any other way.

It’s so sad, too, because there is so much to like in Masque. The plot is composed of a number of intriguing layers — you’re a guest at a masquerade party where you’ve been asked to take on a specific character and participate in the drama that will be part of the evening’s entertainment. However, just as there are community members behind the party masks, there is community turmoil behind the masque itself, and you may find yourself inexorably drawn into that turmoil. The structure and pacing of the game work well, introducing puzzles one at a time (some oriented to the PC’s masque character, some to the PC itself), and ushering in a new “Act” when a puzzle is solved. Moreover, the game makes the ambitious choice to have all the masque action (which is considerable) take place in verse. Some of this verse has grave weaknesses in meter and rhyme, but I still salute the game for setting its sights so high. What Masque ends up showing us, though, is that it doesn’t matter how high you aim — if your basic mechanics fail, you’ll never hit what you’re aiming at.

Rating: 5.9

Threading The Labyrinth by Kevin Doughty [Comp00]

IFDB page: Threading The Labyrinth
Final placement: 40th place (of 53) in the 2000 Interactive Fiction Competition

I’m a big fan of poetry, and I’m (obviously) a big fan of interactive fiction, but it seems to me that interactive poetry is a pretty challenging genre. Andrew Plotkin probably came as close as anybody ever has with his experimental work The Space Under The Window. That work threw most IF conventions out the window, asking the player instead to “type the names of objects (or attributes or aspects of objects) that you see in the narrative” at the prompt. Some words it wouldn’t respond to at all, some words might take you back to a previous node, and some words would reveal new information to you. Threading The Labyrinth takes a similar approach, with two changes: it offers some kind of response for every in-context word you type (in-context meaning words that the game has printed in bold text), but has very few words which open up the context further. For example, you might type the word “and” — the game will respond, “Both conditions expressed are simultaneously true,” but you’ll still be at the same game node, since no more bold text has printed. As a result, TTL ends up feeling like more of an interactive close reading. Like a close reading, it can yield interesting insight, though that insight is limited by the fact that it’s close reading its own text, and that it offers so little text to examine — just a few sentences and fragments, really.

For what we do get, I’d venture to say that the primary theme is an interrogation of interactivity. Both in its content and its form, TTL is interested in exploring how we interact with that which is outside of us, and what new dynamics and artifacts get created in the process. This is an intriguing theme in and of itself, and it lends itself readily to TTL‘s format. The game’s use of imagery from Greek myth isn’t entirely successful — its dominant image of the thread, for example, has an obvious connection to the idea of “UNDO” in modern IF, but the game doesn’t do anything with this connection. On the other hand, TTL does have some nice moments. I particularly liked its differentiation between mazes and labyrinths, and its revisitation of that image in the “They” section.

Too bad there just isn’t that much here. I finished the whole thing and (I think) read all the text available in about 10 minutes. What’s there is pretty cool, while it lasts. It doesn’t take long to play, so why not check it out? I get the impression that if you leave the game thinking about the nature of interaction, it will have achieved its goal.

Rating: 6.0

Unnkulia X by Valentine Kopteltsev [Comp00]

IFDB page: Unnkulia X
Final placement: 27th place (of 53) in the 2000 Interactive Fiction Competition

In the beginning, there was the 1995 IF competition. This competition had but One Rule: all entries must be winnable in two hours or less. The competition has gotten grander and more complex since then, but it has remained a competition for short games, not Curses-length epics. Somewhere along the way, though, the One Rule got mutated a little. I quote from this year’s rules: “Judges must base their judgement of each game on at most the first two hours of play… Authors may write a game of any length they desire, but should keep this rule in mind when determining the length of their entry.” This rule has been in this form, more or less, since 1998. Still, the competition has remained oriented towards short games.

There are some obvious reasons for this. For one thing, it takes less time to write a short game. The more objects, locations, NPCs, plot points, and such you cram into your game, the more work your game will be to produce, at least if you want to maintain a reasonable level of quality. I would argue, however, that there are other reasons to keep long games out of the competition. From a judging standpoint, I don’t feel comfortable evaluating a game unless I’m reasonably confident that I’ve seen most or all of it. If A Mind Forever Voyaging, for instance, were to be entered in an IF competition, I know for certain that I wouldn’t have an accurate picture of it after only 2 hours of play. I felt differently about Zork III before and after the Royal Puzzle. I could go on, but you get the idea. Consequently, the ratings given to a large game don’t really reflect the game as a whole, just its beginning sections. Also, it’s really comparing apples to oranges to put something like Worlds Apart up against something like, say, Winter Wonderland. Even if two games have a similar tone, or similar puzzles, or a whole raft of other similarities, length does matter. Ahem.

Nowadays though, the competition has become, to use a worn-out but apt phrase, a victim of its own success. Authors enter anything they write into the competition just because it’s so high-profile and receives so much ink (or electrons, or whatever.) They figure that even in the worst case, they’ll get a whole bunch of people playing and writing about their game, so why not enter it? I feel a rant coming on about this. The first part of my rant is directed at authors. Look, people, entering a game that is too long (or too buggy, or too poorly proofread, or otherwise inappropriate for the competition) is an abuse of the judges’ time. The feedback and recognition you get this way are ill-gotten.

Moreover, I would contend that especially in the case of overlong games, you’re not really benefiting that much, because whatever recognition and feedback you get are only based on the first two hours, not your game as a whole. You created an entire game, but if it’s just one of fifty entries, and it’s quickly apparent that two hours ain’t gonna cover it, not by a long stretch, how many of those players do you think will return to your game? How many people will see and give you feedback about the other three-fourths of the game that they didn’t get to during the comp? How much are you really benefiting from all that comp attention?

And while I’m on the topic, let’s move to the second part of my rant, which is directed to the community at large. Listen, I love the competition. It’s one of my favorite things about the IF community. But let’s face the problems that it has. The magnetism of the competition, the idea that it’s the best place for every game, is something we all need to work harder to address. Do your part. Release a long game (or a short one) outside of the competition. Write a review of a non-comp game for SPAG or XYZZYNews. Participate in things like the IF Review Conspiracy and the IF Book Club. Most importantly, post post POST about non-comp games. Make a commitment to post a reaction to any non-comp game you play. It doesn’t have to be a review. It doesn’t have to be thorough. Hell, it doesn’t even have to be smart. It just has to be done, because if it doesn’t get done, the authors who don’t abuse the competition will end up losing out, and that’s not right. So please — do it. Your efforts will benefit yourself and everybody else in the IF community.

Just to be democratic, the third part of my rant is addressed to myself, and people like me, people who write long, thorough reviews of every comp game. We are part of the problem. I recognize that consistency is important to us, and that’s why we devote more or less the same amount of space to each comp game. However, there can and should be limits. Don’t even play games that have catastrophic bugs, let alone review them. Any attention those games get contributes to the perception that it’s better to release a buggy game in the comp than a polished game in the Spring. We must work to prove that this perception is fallacious and untrue. As for overlong games, review them if you feel you must, but don’t feel obligated to spend much of the review talking about the game itself — spend it instead on some adjacent topic like the problem of inappropriate games in the competition.

I mean, for god’s sake, Unnkulia X is 865K! The thing is only 45K smaller than Once and Future! It’s freaking huge! Yes, it’s fairly well done, implemented with care and only a few lapses in English. (There’s a lot of unfamiliar diction, which I assume is attributable to the author’s first language being something other than English, but most of these alien word choices are rather refreshing instead of jarring.) Of course, I only got 60 points out of 300 after two hours, so these assessments are based on what I have to assume is the first fifth or so of the game. If it were the whole game, I’d probably give it about a 9. Considering it’s a fifth of the game, I think that works out to about a…

Rating: 1.8

Clock by Cleopatra Kozlowski [Comp00]

IFDB page: The Clock
Final placement: 38th place (of 53) in the 2000 Interactive Fiction Competition

There’s a long tradition in IF of Average-Joe protagonists who are thrown into a world where the normal rules no longer apply. Clock partakes of this tradition. Unfortunately, it also partakes of another, less pleasant IF tradition: the game where nothing really makes any sense. We start out with a fine, if somewhat fuzzy, premise: you’ve been asked by your friend Kitty to do some house-sitting and cat-sitting for her while she takes care of some urgent business. Being kind-hearted, you agree, but you soon find out that Kitty’s house is a strange clock-tower, and her cat is on the unusual side as well. Okay, great. To get much further, though, you’d better hope that your authorial telepathy is working really well.

For example (I am now going to spoil a puzzle that I can’t imagine anyone guessing for themselves): at one point, you find a “fairy coin”, which you’d think you might be able to use to buy something at the fairy shop you find later. Nope. The old woman who runs the shop says (without quotes, so it looks disconcertingly like a parser message) “This isn’t enough. I need proper paper money.” Alright, fair enough. Sadly, there’s no paper money to be found. So what do you do? Well, unexpectedly enough, you plant the coin in soft ground, water it, and a money tree grows! Now, it’d be one thing if there was some clear hint, like a reference to fairy money trees in one of the many reference books you find lying around, or if the old woman said “This is just seed money,” or something like that. The only hint we get is that on one of the TV stations (if you were diligent enough to watch every message from every station) an economic adviser says at one point, “Money doesn’t grow on trees!” Sorry, but that’s just not enough of a hint. The only reason I’d connect this comment with planting the coin is if I was thinking, “Now why would the game include that comment?” When I play IF, though, I’m not thinking like that. I’m trying to put myself in the mind of the character, not stepping outside and thinking about how the game is constructed. If I have to puzzle out apparent non sequiturs and try to parse them as hints, then the game has failed me, as far as I’m concerned.

So the first thing that Clock needs to be reasonably solvable is much clearer hints. The next thing it needs is a much richer implementation. As with Punk Points, many areas in Clock suffer from the weakness that the only things implemented are the solutions. Look, that’s just not enough. For instance, several puzzles in the game depend on the construction “ASK <animal> ABOUT <object>.” Now, without a doubt, these solutions suffer from the problem I describe in the first paragraph — with absolutely no clues about talking animals, why in the world would anyone think to ask an animal about anything? However, let’s set that aside for a moment and pretend that you’ve somehow taken it into your head to ask an animal about something. If you ask about anything but the topics necessary to solve the puzzle, you get a stock response like “The cat meows” or “The frog croaks.” When I get a response like this, I take it as a very clear signal from the game that the animal doesn’t talk, doesn’t understand me, and that trying to have a conversation with it is useless. When just the opposite is true, I can only conclude that the game has no idea how to communicate clearly.

There’s another issue at hand. At the very beginning of the game, you find a note from your friend instructing you very strongly not to touch anything. After reading the note, the game tells you “You decide to do pretty much as she says – but surely it couldn’t hurt to look around a bit, so long as nobody finds out!” So that’s what I tried to do — look around a bit, but do pretty much as she says and not touch anything. I sort of expected that something would happen where I’d be in danger, or the house would, or the cat, or something, and I’d have to break the rule and start rummaging through my friend’s belongings. Nothing happened. The clock stopped, but that’s about it. The dilemma I found myself in is whether I should behave like a standard text adventurer (search everything, take anything that isn’t nailed down, etc.) or like the character the game was shaping for me.

It soon became apparent, however, that the latter choice was pointless, because if I follow it, the game goes nowhere. Consequently, I had to start pillaging. I didn’t like it. What Clock didn’t seem to grok is that lots of players take their behavioral cues from the character the text suggests. If you have to deliberately break character in order to succeed in the game, then the game has basically shot itself in the foot. For this reason, and the others described above, I turned quickly to the walkthrough, finished the game, and didn’t have much fun. But none of those things were the worst part. The worst part is that there were two starvation puzzles (you have to feed yourself and something else) along with a pointless sleep timer. Authors, please. I beg you. I implore you. STOP IT with the starvation puzzles!! Stop it stop it stop it stop it stop it! Thank you.

Rating: 3.4

Rameses by Stephen Bond [Comp00]

IFDB page: Rameses
Final placement: 13th place (of 53) in the 2000 Interactive Fiction Competition

I was all set to slag off this game as another totally non-interactive self-pity festival with an insecure, pathetic PC, as kind of an Irish version of A Moment of Hope. But I finished it sort of quickly, so I decided to play it again, just to see if there were more choices than I found on my first time through. There aren’t, but in the process, something strange started happening to me. My first instinct about the game was being stretched, reshaped by things like the long, involved speech that one of the characters makes about free will.

I already knew that Rameses was well-written, so I had just assumed that its non-interactivity was an instance of an game that wanted too much control and wasn’t willing to create an experience where the player could take the lead. But if this was the case, what are the chances that it would make a point of having one of its characters pontificate on free will, a lecture whose irony is unmistakably manifest in this very constrained game? The more closely I looked, the more strongly I suspected that there is more to Rameses than meets the eye. As my second play-through went on, I again encountered the main character’s anguished words at the climax:

It’s just that… I can’t… do anything! I can’t do anything!” I scream at last. “It’s like I’m trapped inside and can’t get out and can’t be myself and… I’m stuck….

The first time I read these words, I just blew by them. I was too annoyed with the game’s steel restraints and its horribly wretched PC. The second time, though. The second time…

The second time I finally twigged to what the game is up to. Rameses uses non-interactivity for the purpose of deepening character rather than, as with most other non-interactive games, for the purpose of furthering the plot. Alex Moran, the PC, is an insecure, depressed college student who can’t ever seem to stand up to the bullies in his life, or to comfort their victims. Consequently, his only “friends” are smug, self-important blowhards who only want him along because they know that he’ll be a receptive (if resentful) audience for their grandiosities. He spends most of his time nostalgically dreaming about a childhood friend named Daniel, fantasizing about his reunion with that friend, despite the fact that he has totally cut Daniel out of his life due to his own inability to communicate.

Playing this character is an exercise in frustration. Every command you enter that might stand up to a bully, or leave a bad situation, or just let the PC take charge of his life in any way is wistfully brushed aside with a message like “Yeah, that’d be great, wouldn’t it? But I’ll never do it.” Annoying, yes, but it’s also the very soul of the character, and the very point of the game. In a sense, Rameses turns you into Alex’s real self, struggling to get out and be heard, struggling to make a difference, only to be smacked down by fear, insecurity, and sometimes outright paranoia. In his climactic speech, the PC voices the exact torment that the player feels at every prompt — it’s an agonizing experience, and that’s the point.

(I’m about to talk about the game’s ending — I don’t think I really spoil too much, but be advised that I’ll be analyzing how I think the last paragraph worked.) It’s pretty depressing stuff, and it’s made even more depressing by the fact that I don’t think the PC ever gets out of it. Rameses‘ ending left me a little uncertain, but the more I think about it, the more sure I am that the ending paragraph is a fantasy scenario. For one thing, it comes so abruptly after the PC has fled the scene of what might have been his redemption — without any transition, it feels more like a wistful reimagining than an actual event. Add to this the fact that the game begins with a fantasy scenario, one which ends with the very same words that end the closing paragraph. No, that final scene doesn’t happen — it’s just a way to open the next chapter of Alex’s life, another dream to focus on even as he lets it slip away. And as well-done as Rameses was, I hope that next chapter never becomes IF. Once around that track was more than enough for me.

Rating: 8.9