Caffeination by Michael Loegering [Comp03]

IFDB page: Caffeination
Final placement: 14th place (of 30) in the 2003 Interactive Fiction Competition

Caffeination (it can’t seem to decide whether it wants the middle “n” capitalized, so I’m going to forego it) starts out like a more intelligent version of last year’s Coffee Quest II. The setup is nearly identical: you’re a depressed, sleepy office worker in an oppressive, cubicle-filled corporate environment, and your object in life is to get a really good cup of coffee. Happily, the literacy level of Caffeination is several steps above that of CQ2, and at first the game seems like it’s going to be a lot of fun. Alas, it quickly sinks into a bog of misguided design, buggy code, and error-laden prose.

In addition, rather than presenting any kind of sharp or thoughtful satire of office culture, the game instead tends towards the hackneyed and the juvenile. For instance, the boss’ name is “Mr. Norom.” Ooh, “moron” spelled backwards! There’s wit for you. Norom is a walking (well, sitting) “evil boss” stereotype, and the clichés continue from there: the bimbo coworker hired strictly for the boss to leer at, the depressing and decrepit building fixtures, even the sleepy, slackerish PC himself. Instead of giving us a fresh, fully-imagined setting, Caffeination just shows us the same dull office we’ve seen a hundred times before. What’s fun about that?

This game also suffers from the same syndrome that seems to plague many entries in this year’s comp: a lack of sufficient feedback and cueing. I struggled against the constraints of the first major puzzle for quite some time before turning to the hints, but these were much less helpful than I thought they’d be. The game has a hint system with great potential — you find a notepad left by a former co-worker who had allegedly amassed all sorts of interesting tidbits about the office. Unfortunately, CONSULTing the notebook about nearly every topic gives you either no information at all (“Bill left some detailed notes, but you cannot find any info on that.”) or no more information than is present in simple object and location descriptions. A hint system in a consultable object is a great idea for integrating metagame activity into ingame mechanics, but to succeed, it must be much more deeply implemented than this.

So finally, I turned to the walkthrough and was astonished to discover that there are no fewer than three different solutions to it. The problem is that all three solutions rely on extremely improbable actions, ones I’d certainly never have thought would work, given the fairly limited implementation of most game objects. For instance, one path involves finding out about a particular bit of office intrigue through dialogue, but even very direct questions about this exact topic elicit no response whatsoever from the NPCs. In fact, most questions to the NPCs elicit the default response, which leads one to stop asking questions in fairly short order. Another path requires discovering an object hidden in a cubicle. However, an object mentioned in the room description that should be in roughly the same spot as the hidden object not only doesn’t lead the player to discovery, it isn’t even implemented, which certainly leads one to believe that searching that area of the cubicle won’t be fruitful. It’s all well and good to provide interesting and unusual solutions, but you can’t expect players to read your mind to get to them. You have to provide cues, feedback, and evidence that will lead the player in the right direction.

In a similar vein, if a game’s coding is focused on its solution path(s) rather than on making a fully interactive environment, it will almost certainly be extremely buggy to anybody who isn’t strictly following the walkthrough. I associate this problem most strongly with Robb Sherwin‘s earlier comp games — if the game was a story, it’d go pretty well, but IF isn’t a story so much as a place, and when an incomplete place tries to be a story, problems ensue — even though Caffeination provides multiple solutions to each of its puzzles, they’re all pretty hard to guess, and exploratory moves towards them founder in a morass of bugs.

This may be a problem that deserves its own category: the “walkthrough-driven game”. These games end up making me feel like one of the time travelers in Ray Bradbury’s “A Sound of Thunder,” terrified to step off the path lest everything around me be screwed up forever. That’s certainly what happens with Caffeination. Especially after the first puzzle, I found myself confronted with one bug after another when I tried things that the game didn’t expect.

Now, like the bugs in Sophie’s Adventure, many of this game’s bugs were beneficial to me, including one that allowed me to win without solving any of the coffee shop puzzles at all. I’ve been surprised by the games in this comp that go to great lengths to explain the obstacles to you, but then don’t bother to actually use those obstacles to prevent winning actions. Still, winning lacks its usual pleasure when it’s done by exploiting a bug. I was happy enough to have the game overwith, but I wish it could have been different.

Rating: 5.5

Adoo’s Stinky Story by B. Perry [Comp03]

IFDB page: Adoo’s Stinky Story
Final placement: 17th place (of 30) in the 2003 Interactive Fiction Competition

Here’s the premise of Adoo’s Stinky Story: you’re a college student, returning home for the summer to find that your parents have decided to sell the house you grew up in. Because of your sentimental attachment to the house, you decide to… sabotage the sale by making a big ol’ stink bomb. So even before the first prompt, we’re out of the realm of realism and being asked to swallow a fairly ridiculous set of assumptions. By itself, this isn’t a bad thing, if the concept or the ensuing plot is funny, but what humor there is in Adoo’s wasn’t particularly my cup of tea.

Silliness infests the game, but not in a particularly lighthearted way — it’s more a matter of nonsensical plot elements piling up on each other like a freeway crash. These elements were absurd, but not really amusing, at least not to me. The stinkbomb idea, for instance, isn’t so much a joke as just a random direction. With it, as with many of its subcomponents, all I could do was shrug and say, “okay, whatever.” When the game isn’t trying to be silly, it couldn’t be more plain — it’s set in the dreaded Ordinary Suburban House, with Mom, Dad, brother, and dog all going about their fairly dull lifestyles. Adoo himself seems less like a college student than a wayward 10-year-old, Bart Simpson without the style or wit.

Now, having said that, Adoo’s doesn’t do such a bad job with the materials it chooses. The ideas behind many of the puzzles may be arbitrary or meaningless, but their basic structure is sound, and some parts of the recipe that provides the game’s backbone are rather clever. Certain puzzles would have benefited from having more solutions implemented; the fur puzzle is a prime example. I thought of three different ways of solving it, none of which the game addressed, before finally giving up and looking at the hints.

The scoring system does a great job of providing a sense of progress and of indicating the relative importance (or lack thereof) of Adoo’s various tasks. In addition, though the game can be made unwinnable, hefty point deductions are assessed for doing so, which is enough motivation to restore or undo instead of continuing down a futile path. The coding is more or less solid, and I found no flagrant bugs, though the game felt underimplemented in some areas. For example, the crux of the plot is Adoo’s unhappiness about the upcoming sale of the house, but when he asks his parents about the house, rather than offering excuses or explanations, they say, “Um… we live here. Say, are you bored or something?”

Also, the dog can’t be petted. Listen up, designers: if you put a pet in your game, let players pet it. On the other hand, NPCs wander around the landscape in a convincing manner, going about their own lives and even interacting with each other, rather than sitting and waiting to be activated by the PC. They have randomly varied “I don’t know that topic” responses, which greatly helps the illusion that they’re more than chunks of code.

As for the writing, it’s fairly undistinguished. Problems are distressingly common: comma splices (“Welcome home, Adoo, time for a relaxing Summer!”), redundancy (“you return home to the familiar surroundings of Texas, home sweet home”), and spelling woes (“so imfamous, and so stupid”) among them. And that’s just in the first two paragraphs! Still, after a round or two of proofreading, the prose will do a competent enough job of setting the scene and describing objects. It’ll take a lot more than that to make it entertaining, though.

I guess that’s my main problem with Adoo’s Stinky Story: the whole game is just rather flat. It doesn’t ever summon much excitement, humor, or panache; it just sort of sits there. That’s why this review has been hard to write. It’s a lot easier when a game is really great or really terrible, because I find myself with a lot of things to say about those situations. This one is simply mediocre, and I’m not coming up with a lot of great ways to improve it, except perhaps to raze it entirely and start over with a little more experience. And aim higher next time; that will result in either an interesting failure or a dynamite success. This game is neither.

Rating: 6.8

Sophie’s Adventure by David Whyld [Comp03]

IFDB page: Sophie’s Adventure
Final placement: 16th place (of 30) in the 2003 Interactive Fiction Competition

Here are some things about this game: It is cute. It is buggy. It is huge.

About “cute”: the whole thing is written from the perspective of 8-year-old Sophie, the daughter of a couple of retired magic-users, both of whom seem sunk well into strangeness now, but then again perhaps they’d look a little different through someone else’s eyes. There were many moments in the game that brought a smile or a chuckle, and much of the writing found a place between overly edgy and overly twee. Sophie has a rather hardheaded perspective, or so she seems to think anyway, and while she’s really rather spoiled, she does have some valid points about the foibles of those around her.

For instance, her mother has an inexplicable predilection for decorating in bright colors, and Sophie quite reasonably finds things like her painfully bright quilt rather difficult to stomach:

> x bed
It's hard to look at your bed with the colourful quilt lying across over it like that but you know there's nothing very interesting in it because you were lying there only a few minutes ago. You remember when you were a kid (well, a younger kid than you are now anyway) you used to worry that there was an evil gremlin that lived under the bed who would creep out after nightfall and eat you. But when you got a bit older you realised that no self-respecting gremlin would be seen anywhere near a bed with a quilt like that.

> look under bed
You look under the bed, searching for the gremlin you were convinced as
a child was under there.

Nope, no sign of him.

Writing like this lends a wonderfully strong personality to Sophie as a PC. The NPCs, too, are distinctive and interesting, and the menu-based dialogue can be a source of great amusement. On the basis of the writing (leaving out, for now, the issues of “buggy” and “huge”), I’m strongly inclined to recommend this game for kids, except for the fact that there are several parts that are outright gruesome. Sophie encounters gory battlefields, piles of corpses waiting to be burned, and dead bodies lying in pools of blood.

Now, I don’t have kids, and haven’t read children’s books for a while, so I don’t have a good sense of what are considered “appropriate” levels of gore and violence in those stories. I’m also a believer that what’s appropriate for kids isn’t so much determined by their ages as their personalities. Nevertheless, just because Sophie is 8 doesn’t mean the game would be great for any 8-year-old. Personally, I was able to ignore the gore, and so found it charming, though it would have been a lot more charming were it not so buggy and huge.

About “buggy”: Sophie’s Adventure breaks frequently, and often in the most unexpected ways. For instance, this exchange:

> n
You can't go in that direction, but you can move north, northwest,
west, southwest and down.

> north
You can't go in that direction, but you can move north, northwest,
west, southwest and down.

> go north
You move north.

I’ve had games forget to implement exits before, or forget to mention them in the exits list, but I don’t think I’ve ever seen a game that forgets in one place to make the directional abbreviations available. I’m surprised ADRIFT even makes this possible — I can’t think how it would happen in a more robust development system. Speaking of ADRIFT, all its parser deficiencies are still hanging around like unwelcome guests: the way it pretends to understand more than it does, the way it asks questions but doesn’t listen to the answers, and the way it totally ignores prepositions (LOOK UNDER = LOOK BEHIND = LOOK IN = EXAMINE, except when it doesn’t.)

Another bizarre way that Sophie’s Adventure frequently breaks is in its menu-based conversations; once out of every 20 or so times, the game just wouldn’t understand when I’d enter a number to choose a menu option. There wasn’t any pattern to this that I could discern — the broken choices might be first, middle, or last entries in the menu. It was always very aggravating when it would happen. The game is broken in larger ways, too, or at least it seemed so to me. Several times, I’d get information that suggested a roadblock puzzle — you know, the old “you can’t go this way until you perform this task for me” routine. However, if I simply walked in the forbidden direction: success! No puzzle-solving required. This is either a bug or head-scratchingly odd design. There are also tons of typos throughout the game, some quite hilarious (“It also looks remarkably similar to Golem in Lord of the Rings.”) All in all, the game is a couple of betatesting rounds away from being ready for release, and maybe more, given that it’s probably difficult to test because it’s so huge.

About “huge”: there’s no maximum score listed in Sophie’s Adventure, so I’m not sure how many points are possible, but after two hours with it, I’d scored two points. There’s also apparently a “niceness” score, which not only never changed, but never even seemed to offer any opportunity to change. Also, even after circumventing quite a few puzzles via the bugs mentioned above, I still think I’d only seen a fraction of the game’s locations. I already gave my spiel on too-big-for-the-comp games in my review of Risorgimento Represso, and most of those points apply here as well. However, where that game felt disappointing because I hated to rush through something created with such skill and care, Sophie’s Adventure evinces sort a flip side to that problem, which is that gigantic games are much harder to get right.

I boggle at the amount of work that must have gone into this game, and so I don’t mean to badmouth it, but at the same time, I can’t help but feel it would be a much better game if it were much smaller in scope. Fewer locations, fewer puzzles, fewer things to go horribly wrong. It goes without saying that this game is totally inappropriate for the comp because of its size, but I wonder if it’s simply the wrong size full stop. I say this because frequently, object and room descriptions seemed freighted with resentment for even having to be written:

As cracks go it's not a very interesting one and you kind of wonder
why you're even taking the time to examine it.

Somehow you doubt the fate of the world relies on you examining rat
droppings.

East Road
The land from here on eastwards is desolate to the point of having a
not-very-finished look to it. If anything, it looks like whoever was
given the job of designing this landscape got bored and decided to
just scribble in a few trees and bushes and leave it at that. [...]

There’s the straightforward problem with these that I don’t know whether something is interesting until I examine it, so would rather not be chastised for wasting my time, but there’s also this: when the descriptions themselves start complaining about being boring, there’s probably too much stuff in the game.

I think the best thing that could happen to Sophie’s Adventure would be if it were scaled back considerably (say to a size that is finishable in two hours), tested and proofread much more thoroughly, and entered in the comp in that tighter and stronger form. Too late for all of that now — I won’t be returning to this game after the way it aggravated me — but these lessons can be learned for future games, by this author and others.

Rating: 3.0

Sardoria by Anssi Raisanen [Comp03]

IFDB page: Sardoria
Final placement: 13th place (of 30) in the 2003 Interactive Fiction Competition

Okay, I know it’s bad form to start out a game review with a screed about the system it’s written in, but Alan is on my last nerve. First of all, I think I’ve mentioned before that I really dislike its lack of scripting capability. I keep having to remember to call up the scrollback and copy my latest moves into a text editor, and this is irritating in two big ways. First, having to constantly keep an eye on this really breaks immersion for me — I can’t get fully into the game when I’m having to manually monitor this administrative task. Second, if I do happen to become immersed, then I invariably end up forgetting to bring up the scrollback until too late, when the buffer only has half the moves I’ve made since my last copy-paste operation. Bad enough to have to copy from the buffer at all, but the fact that it only seems to hold a minimal amount of the scrollback makes the whole thing extremely aggravating.

The other problem that I just discovered with Alan is the apparent lack of portability in its save files. The way I play comp games often involves a lot of switching machines — laptop on the bus in the morning, work machine at lunch hour, home machine at night. Usually, this is no problem; I just drop my saved game onto a floppy and start up from it at the next machine. However, I discovered that whenever I try to restore a saved Alan game from another machine I get this infuriating message: “Sorry, the save file did not contain a save for this adventure.” It’s very, very annoying to restore “sardoria.sav” and be told that it’s not a save for Sardoria. I don’t know whether these flaws are in the language or the interpreter, but they just drove me crazy with this game, maybe because it’s a little larger or more ambitious than most other Alan games. (Certainly more so than The Adventures Of The President Of The United States, the other Alan game in Comp03.)

Whew, thanks for letting me get that off my chest. On to Sardoria. Well, I’m sorry to say that Sardoria also drove me crazy in its own ways, beginning with the very first room. It’s one of those games that starts with the PC imprisoned — thrown into a locked cellar, in this case — so the first puzzle is getting free. I must have spent 20 minutes trying out different commands in that room, none of which seemed to do anything for me. Finally, I turned to the hints and was told that I “need to find another object hidden in the cellar.” Well thanks, but that’s what I’ve been trying to do for the last 20 minutes, without success. Any more hints? Nope, “[t]here are no more hints for this location.”

Finally, I turned to the walkthrough, and found that the command the game was looking for was something that I would never have thought of doing, because it doesn’t really make much sense. The result is that as I’m doing the nonsensical action, I happen across the hidden item. “No fair!” I cry. It was especially galling because I had specifically checked the area where the item was hidden, and was told in clear terms that there wasn’t anything there. This sort of frustration happened to me over and over in the game; I tried on all of them, but I think I ended up looking at the walkthrough for every puzzle but one or two. Often I’d come close to the solution but failed to find the exact route desired by the game (shades of Gourmet), and sometimes the solutions just flat-out made no sense to me. There were also occasions when the actions required made a sort of sense, but were far too vague or arbitrary.

Many of these problems could have been overcome, or at least alleviated, if Sardoria had provided better feedback. More and more, I’m convinced that this is a crucial element of successful interactive fiction, at least IF with puzzles in it. When a player gets close to the solution, the game should indicate that rather than giving a flat “nothing happens” sort of response until it gets the exact right set of commands. Moreover, if players think of an alternative solution, the game should be able to either let them utilize that solution or provide a convincing reason why they can’t. How can an author provide this level of feedback? It’s all about the testing. Get at least three testers for your game, with a sufficient variety of approaches between them. Then, watch for the things they try. If they get close to the answer, your game should provide some appropriately encouraging feedback.

This is especially important in a game like Sardoria, where many of the puzzles are one kind of combination lock or another, most of whose combinations verge on the totally arbitrary. This is a subject that deserves a more detailed treatment, but I’m unable to do that in a spoiler-free review, so all I can say is that designers must anticipate the majority of player responses and handle them appropriately. It’s a lot of work, yeah, but it can be the difference between exciting and exasperating for puzzly IF.

Rating: 5.3

[Postscript from 2021: In a subsequent discussion on rec.games.int-fiction, someone pointed out that in fact, it is possible to create a game transcript in Alan if you start the interpreter with a “-L” switch at the command prompt. Fair enough, but I stand by my response from that discussion:

“You know, somebody probably told me that last year, too. Unfortunately, I immediately forgot because this is such an amazingly clunky and unintuitive way to provide a game transcript. I want to type SCRIPT and have the game start logging a transcript to a file. I do not want to have to open up a DOS window and start the game with a special switch from the command prompt, especially since I will almost inevitably have the interpreter and the gamefile in different directories (something the Arun interpreter barely knows how to handle as it is) and will thus be forced to type out an entire path for one or the other of them.

Anyway, I amend my complaint from ‘Alan provides no scripting capability’ to ‘Alan’s scripting capability is far too hidden and inconvenient.'”]

Bio by David Linder [Comp03]

IFDB page: Bio
Final placement: 25th place (of 30) in the 2003 Interactive Fiction Competition

NOTE: I’m going to be spoiling the first puzzle, but don’t worry, you’d never have solved it without the walkthrough anyway.

Somebody please MST this game. It’s just so perfect for it — terrible but in very entertaining ways. Take, for instance, the first puzzle. You awaken inside your room in the scientific complex (yes, it’s a scientific complex game. I was so worried Comp03 wouldn’t have more than one!) to find gas seeping in under the door. What kind? Hard to tell when the game doesn’t know the word “gas”. There’s a bandage handy, but the bandage can’t be stuffed under the door (“I don’t see any door here.”), nor can it be worn on the face, mouth, or nose (because the game doesn’t know any of those words.) Simply entering WEAR BANDAGE yields the mystifying response, “You put the bandage on your arm and wrap it around the cut.” Cut? X ME shows no sign of injury — turns out that you acquire the cut much later in the game, but the bandage always assumes you have it already.

Anyway, back to the gas problem. Here’s the room description:

Your Room
Your standing in your room or apartment (whichever you want to call it). It's about the size of a large bedroom, complete with all the furnishings. There's a small bed in the southwest corner with a nightstand next to it. On the other side of the room is a small TV. There is a dresser along the west wall. The exit lies to the north.

Rather than focus on the non-contraction in the first word, I’ll try to concentrate on the puzzle. “I don’t know the word ‘dresser'” tells us that the dresser isn’t implemented. The nightstand and bed are no help. Examining the TV gives us this very amusing response:

>x tv
On the screen, you can see that it's a Fastlane rerun. Since it's
your favorite episode, you watch for a few minutes.

The room is nearly filled with gas!

Man, the PC must really love that show! HOLD BREATH predictably fails. (“I don’t know the word ‘hold’.”) Oh, and just walking through the exit engulfs the PC in a cloud of lethal gas. Well, guess we’d better consult the walkthrough.

Hey, the first command in the walkthrough is OPEN ARMOIRE. Now, the question must be asked: WHAT FREAKING ARMOIRE?! It wouldn’t be this dresser, would it? No, of course not, since the game never refers to it as an armoire. The PC must just be so familiar with the armoire that he no longer notices it when he looks at the room, instead just thinking of it as “all the furnishings,” and therefore it is known only to those players who have read the walkthrough. Those lucky people can open it and find — how convenient! — a gas mask. No clothes or anything, but sure enough, this janitor is well-prepared for gas attacks, thanks to the gear he keeps inside the rustic antique that he’s somehow hauled into his onsite living quarters, which presumably are necessary due to the remoteness and/or secrecy of the scientific complex, 25 long miles away from the nearest town.

Later we find out that somebody else in the complex also has an armoire. Maybe this complex devotes itself equally to scientific discovery and antiquing. Anyhow, that entertaining exercise in puzzle-solving is entirely emblematic of the level of gameplay on offer in Bio, where slipshod coding, dreadful spelling, simplistic themes, juvenile imagery, and ghastly design all jostle for pride of place at each moment.

I dunno, though. Compared to some of the games in this comp, Bio just charms me a little. I mean, yeah, it’s sort of fascinated with blood and disease, and heaven knows it’s loaded with clichés, but it’s not outright nasty like Lardo was. And yeah, maybe its prose is in serious need of proofreading, but it’s nowhere near as dire as that of Amnesia. It’s at least nominally interactive, unlike RPG, and has a modicum of story, unlike Little Girl.

It’s the right size for the comp, and while it certainly lacks any sort of testing, it is finishable (with the walkthrough, anyway.) Don’t get me wrong, Bio is nothing like a good game, but it feels well-intentioned to me, more or less. I think it’s possible that some future work from this author may end up being pretty good. That’ll go some ways towards living down the hilarious MSTing of this game that simply must happen.

Rating: 3.5

Little Girl in the Big World by Peter Wendrich [Comp03]

IFDB page: Little girl in the big world
Final placement: 24th place (of 30) in the 2003 Interactive Fiction Competition

NOTE: Based on the readme file, the author wishes to keep the PC’s identity unspoiled for people who haven’t played the game. I don’t really see the reason for this, since the identity doesn’t really make a lot of sense, so I’m going to be spoiling it in this review. Consider yourself warned.

Little Girl In The Big World must be titled ironically, because the game’s world is anything but big. It’s just five rooms, three of which are pretty much bare. Not only that, the entire thing takes place in a standard house, and leaving the house (to go out into the big world) ends the game. I wish I could say that some interesting stuff at least happens in this little gameworld, but… not really. There’s no particular plot to speak of, and the whole thing can be finished in 20 minutes, easy.

The ABOUT text suggests that the game was written as “proof of concept of a new virtual machine,” and indeed it’s kind of cool, from a programming perspective, that this virtual machine (called StoryFactory) can work both as a Windows executable and as a JavaScript runtime inside a web browser. As a story, though, LGITBW offers very little.

Even from a coding viewpoint, the StoryFactory parser and world model has lots of serious problems, or perhaps just blatant deficiencies compared to established first-tier systems. It’s got a leg up on many homemade games in that its error messages are not snide, but they are sometimes unhelpful. For instance:

> get key
[ I will get the rusty key ]
That didn't work.

“That didn’t work” doesn’t really tell me enough of what I need to know, and it’s the game’s standard failure message. The text in brackets at least signals that my command was understood, but I need much more specific feedback when a command fails. Happily, the parser politely and willingly admits when it doesn’t understand something, and doesn’t ask any questions it isn’t prepared to answer (it doesn’t ask any questions at all), but its ability to understand input is quite minimal, it usually chokes on commands of three words or more, and it doesn’t seem to have any concept of pronouns at all. Oh, and there’s no SAVE or RESTORE functionality, which is a minor drag in this game and would be a major problem in a larger one.

As for the world model, a couple of its most serious flaws are its lack of basic IF concepts, such as inventory, and its irritating habit of only printing the room description after a LOOK command. Even at the very beginning of the game, or when the PC moves into new territory, StoryFactory doesn’t care to tell the player anything about the location. Add to these issues the fact that the prose is hampered by a considerable number of spelling and grammar problems (English isn’t the author’s first language, so it’s understandable but no less unsatisfactory) and you have a game whose implementation is seriously troubled.

LGITBW does have one interesting aspect, which is the fact that it has a strange sort of split PC. You play, apparently, a rat who is living with a little girl named Alice. However, most of the time Alice is with you, the parser will interpret your commands as orders to her, which she will usually carry out. You can specify the actor before the command in order to remove any ambiguity — I EAT THE CHEESE or ALICE EAT THE CHEESE. Now, because it’s a rat and a little girl, my personal inclination is to find this somewhat creepy, especially since Alice is so lifeless an NPC that she seems to behave as some sort of Stepford automaton, eerily under the sway of her pet rat’s will. I dunno, maybe it’s just too close to Halloween.

Anyway, creepiness aside, it’s a noble attempt to provide a team PC. Alice can do things the rat cannot, though the reverse isn’t true (not when it comes to anything useful, anyway.) There’s more ground to be broken in this area, and indeed I hope to break some of it, but LGITBW at least provides a signpost. Pity it does so ensconced in such a poor parser and inconsequential game.

Rating: 2.6

Rape, Pillage, Galore! by Kristian Kirsfeldt [Comp03]

IFDB page: Rape, Pillage, Galore!
Final placement: 30th place (of 30) in the 2003 Interactive Fiction Competition

Only the most generous of spirits could call this interactive fiction. I’m not one of those. I call it a random text generator, which only responds to two (or maybe three) commands.

The text it generates, in mock-medieval style, is one account after another of the adventures of “Sir Algebrah”, who wanders around killing some things and having sex with other things. That’s why the two commands RPG responds to are SLAY and LAY. If you enter any other command, or indeed no command at all, the program interprets your input as a “battle-cry” and then proceeds to print whatever it wants to.

It’s a reasonable, though wafer-thin, parody of fantasy CRPGs, and as such it’s entertaining for about 60 to 90 seconds. After that, it’s dull, and at no point is it any sort of interactive fiction.

Rating: 1.4

Temple of Kaos by Peter Gambles [Comp03]

IFDB page: Temple of Kaos
Final placement: 15th place (of 30) in the 2003 Interactive Fiction Competition

Much to my dismay, Temple Of Kaos has nothing to do with Maxwell Smart or Agent 99. I mean, sure, getting permission from whoever owns the rights to the show would probably be an insurmountable hurdle, but legal problems aside, wouldn’t Get Smart make a fantastic IF milieu? The Shoe Phone, the Cone Of Silence… I can just picture it. This Temple of KAOS, however, isn’t the stronghold of a nefarious organization of evil spies whose efforts must be thwarted by the agents of CONTROL, but rather a bizarre otherworld, where rules of time, space, and spelling (it’s called KAOS for no discernible reason) don’t apply.

Basically, the two salient features of this game are its disregard for making sense, and its propensity to express itself in verse, sometimes free, sometimes blank, and usually with end rhymes. As such, it’s a highly experimental game, and while I think both of the experiments fail in this instance, they illuminate some remarkable territory along the way.

Let’s tackle the nonsensical part first. In the ABOUT text, the author states that part of his intention with the game is to “interfere, out of sheer mischief, with some of the normal perceptions / causal relationships of IF space-time.” Mission accomplished, and in some parts of the game, the technique works well. The first section in particular contains a puzzle which utterly confounds standard expectations of how the world ought to work, but it’s possible to figure out the alternate system of reality at work in the puzzle, and thereby defeat it. The process of doing so is really fun, reminiscent of the flavor of The Gostak or For A Change. More specifically, the reason the puzzle works is that even though the PC’s actions don’t produce the expected results, they do produce some results, and from these results it’s possible to deduce what’s really going on. The same can’t be said of most of the other puzzles in the game.

Even for IF set in a much more mundane universe, feedback design is one of the toughest parts of puzzle creation — you don’t want to be so obvious that the puzzle becomes a non-puzzle, but your feedback also mustn’t be so obscure (or nonexistent) as to leave the player shaking her head in confusion even when the solution is revealed. Most of the puzzles in TOK err on the latter side of this line. I think that for every puzzle after the first one, I looked at the hints, and for most of them even the hints were insufficient. (Thankfully, the author provided a walkthrough.)

For some puzzles, the solution made a tortured kind of sense once I’d looked it up, but for many, I found myself just following the walkthrough’s instructions with a shrug. Sufficient feedback is very important in any IF puzzle, but in a world where the normal rules don’t apply, feedback becomes utterly crucial — how are we supposed to figure out the rules without the ability to gather any evidence about them? TOK usually (though not always) fails to provide enough feedback to make its puzzles solvable, which takes a lot of the fun out of playing.

What does provide some fun is the game’s tendency to present its room and object descriptions in a shaky kind of poetry. For instance, the first room description:

In the North Chamber

Chamber of the north, so empty, still, all noise grates
Black as night the chest your thought awaits.
The other chamber southward lies
Cloaked in mystery's disguise.

Most, but not all, of the game’s verse rhymes like this — sometimes the lines lack rhyme or even consistent meter. Moreover, there’s a fair bit of prose mixed in, as conversation, library responses, or descriptions of action, and the presence of these rather ordinary bits of writing juxtaposed with the more elevated verses tends to drain the effectiveness of each. The other problem with the poetry is reminiscent of what happened in Graham Nelson‘s final game, The Tempest. That is, it’s tough enough to craft IF prose that communicates clearly and concisely, and that also provides enough information to the player, but to do so in verse is much, much harder. TOK‘s poetry isn’t at as great a disadvantage as The Tempest, which forced itself to use prewritten lines as room and object descriptions, but it can still be rather opaque.

Usually the lines aren’t pure gibberish, and they sometimes even manage to pack a few clues in, but nevertheless it does take some time to translate, for instance, “Black as night the chest your thought awaits” into “There’s a black chest here.” The poetry technique is ill-chosen in combination with the game’s nonsensical laws of time, space, and causality, since either one by itself is confusing enough but together they can be utterly impenetrable. However, TOK does give some glimpses of how compelling an IF game in pure verse could be, and of how fascinating it might be to play in a universe with a completely different set of basic rules. Play it for these glimpses, but don’t be afraid to reach for the walkthrough.

Rating: 6.5

A Paper Moon by Andrew Krywaniuk [Comp03]

IFDB page: A Paper Moon
Final placement: 12th place (of 30) in the 2003 Interactive Fiction Competition

A Paper Moon isn’t a very good game, but it provides some interesting talking points nonetheless. Before I get to those points, though, let me elaborate a bit on the “not very good” part. For one thing, it’s one of those games that goes out of its way to insult and belittle the PC. I don’t have a problem playing a flawed character, but games like this (other prominent examples are Zero Sum Game and Got ID?, not to mention the extreme case of this year’s The Fat Lardo And The Rubber Ducky) don’t have anything interesting to say about the character’s problems, turning instead to insults as a form of faux cleverness. It doesn’t work. For instance, when you come upon an altar in this game:

>x altar
Like your heart, it is made of stone.

Huh? There isn’t anything in particular in the game that shows the character as cruel or heartless — instead, it’s apparently an attempt to be funny. The attempt fails. Another problem in this game is that both the writing and the coding, while not outright bad, are unpardonably sloppy. Things are coded to a reasonable depth, which is great, but bugs are all over the place, including some that seem to make puzzles unintentionally easy. Similarly, the writing does a basically acceptable job of describing everything important, and even pulls off a couple of good jokes, but punctuation is haphazard, especially when it comes to quotation marks, and there’s the occasional utter howler:

>think
Your thinking is attrocious.

Yeah, well, so is your spelling. These problems are aspects of a larger issue, probably the biggest flaw in the game, which is that the whole thing — story, puzzles, prose, and everything — feels fairly half-assed. Disparate elements and genres are thrown together (like, say, a cave with a McDonald’s play area inside) with no attention whatsoever to consistency of plot or tone. Right down to the end, it feels like a story that’s being made up as it goes along.

Problems aside, one worthwhile thing that Paper Moon attempts is to tie most of its puzzles together with the theme of origami — most solutions require some sort of folded paper creation at one point or another. This connection provides a nice unifying thread for the game, but what’s more interesting to me is the fact that although the game provides an endless supply of folding paper, what it does not provide is any sort of list of the shapes into which it can be folded. Instead, it relies on “common knowledge” (which gets the scare quotes because, as various culturally specific puzzles have shown us, whether knowledge is common depends entirely on where and when you come from.)

I’ve never been an origami buff, and consequently have only the most basic information about it in my brain, but surprisingly enough, I didn’t have to turn to the hints for a single origami puzzle. Sure, a lot of the things I tried didn’t work, but enough of my ideas were implemented that I was able to feel quite clever about my solutions. This is a risky game design decision, because it’s almost inevitably destined to fail miserably for some considerable number of people, but when it does succeed, it provides great satisfaction, much better than the average IF inventory or mechanical puzzle. It’s a different level of accomplishment to craft a solution from your own knowledge rather than putting one together by combining or manipulating the obviously implemented elements in the game. Paper Moon employs that strategy multiple times, and for me each one paid off.

The other noteworthy, albeit less effective, feature of the game is its occasional use of unmentioned but implied scenery items as important puzzle components. The first time I can remember seeing this technique used is in Adam Cadre‘s I-0, where a car is a major game object, and even though things like the tires, trunk, seatbelts, and glovebox aren’t explicitly mentioned in the car’s description, they’re implemented and often important. Similarly, Paper Moon sometimes relies on our mental picture of things for some crucial items that need to be examined, even though those items may not be mentioned in the room or item description.

I think the reason that this method didn’t work very well in Paper Moon is that it was done only inconsistently. I-0 was reasonably careful to implement implied items throughout the game, but Paper Moon expects us to look for implied things when it’s chosen to include them, but doesn’t provide the solid coding and consistency of depth that would lead us to expect those implied items always to be there. Consequently, when I first looked at the walkthrough to figure out what I was missing, I was fairly indignant that the item hadn’t been mentioned, and only later on changed my mind and decided that the game was playing fair after all. A Paper Moon isn’t a game I’d really recommend to anyone, but for its brighter moments it makes an excellent example of some underexplored aspects of interactive fiction.

Rating: 6.2

Shadows On The Mirror by Chrysoula Tzavelas [Comp03]

IFDB page: shadows on the mirror
Final placement: 6th place (of 30) in the 2003 Interactive Fiction Competition

Every story is a slice of a larger story. That is to say: to some degree, beginnings and endings are just the arbitrary points that the storyteller has decided feel right as the story’s boundaries — stuff has happened before the beginning, and more stuff will happen after the ending. The idea, I think, is to provide a large enough slice that the story doesn’t crumble from its thinness, but not so large that it bores or overwhelms the reader (especially in a comp game, where the reader is working under a time limit.)

For me, Shadows On The Mirror sliced things a little too thin. I could sense that the game was the product of some thought. I glimpsed quite a bit of backstory through oblique references and offhand comments, and certainly the main event of the plot, such as it was, implied that a great deal had already happened offstage. There were also hints of some stuff that seemed pretty interesting and that I wanted to see more of — occult overtones, mysterious forces, an oddly powerful object or two, and some apparent PC superpowers. I didn’t get to see more of it, though. All I got were a few references, and after just a little bit of action, the game ended. Even after having seen a few endings, I felt frustrated, finished before I’d really begun.

As for what the game does provide, I think it’s pretty good overall. Shadows (sorry, for a Stevie Nicks fan like me, SOTM always means “Sisters Of The Moon”) is more or less a one-room game, but unlike most one-room games, the focus here is on character and conversation. The game uses an abridged version of a conversation approach pioneered by Emily Short: ASK and TELL abbreviated to “a” and “t”, with a special “topics” command that can provide a nudge to players who’ve run out of things to talk about. However, it makes what I consider to be a tactical error, in that it keeps many topics locked until a leading topic has been broached, or perhaps until a particular item has been examined.

There are a few problems I can think of with this strategy. First, when I attempt a topic and get one of the game’s default “no answer” messages, I take that response as a signal that the topic has not been implemented. I don’t expect it to be successful later on, so I probably won’t try it. Second, closing off some topics is particularly misguided in an extremely small game like this one. When I’m restarting often, I’m not really keeping track of which session has revealed which tidbits, and more than once I was flummoxed by getting a default response to a topic I knew I’d seen implemented. Finally, even if this were a larger game and even if I were able to constantly keep in mind that failure didn’t necessarily mean non-implementation, the “explicit branching” model used in Shadows forecloses the player’s ability to make intuitive connections.

To use an analogous example not from the game, say the NPC has a picture of apples on his wall, I ask him about apples, and he says, “Apples remind me of home.” My next thought might be to ask him about an orchard, but in this game’s model, he would just look away, not answer, or shrug. That doesn’t mean he can’t talk about orchards, but rather that the game wants me first to ask him about home, to which he’ll reply, “I spent lots of happy times climbing the trees in my Dad’s orchard,” and then it’ll let me ask about orchards. That’s wrong — give me the chance to make the leap myself.

I see I just said the game was pretty good, then went on a long discourse about one of its flaws, so let me turn now and praise Shadows for a moment. The game’s writing really worked for me — it described the scene vividly and with judicious use of metaphors. The NPC’s diction felt appropriately mysterious and foreboding, and I thought that many of the details were well-chosen to paint a picture of a PC whose life combines the ordinary and the extraordinary in a plausible way.

The implementation was reasonably deep, though it could have been deeper for such a small environment. The same goes for the NPC; he seemed to have some very basic emotional modeling, but the game didn’t provide verbs like THANK or APOLOGIZE to let me interact enough with that emotional state. Still, he was able to answer a generous set of topics, and I felt intrigued and tantalized by the answers he gave. At the end, though, I felt like I still hadn’t really gotten the point, which I suppose is another way of reiterating that the game just didn’t provide enough to feel satisfying. I guess the fact that I wanted a lot more of Shadows proves that what was there was a very good start.

Rating: 8.0