The Recruit by Mike Sousa [Comp03]

IFDB page: The Recruit
Final placement: 7th place (of 30) in the 2003 Interactive Fiction Competition

Some games just feel like they come from deep inside the IF community. Take The Recruit, for instance: how many comp games not only include words of mine, but also go out of their way to compliment my work? Not many, I can tell you from sad experience, but not only does Recruit include pretty much the entire transcript from the 2002 XYZZY Awards ceremony, but when Another Earth, Another Sky is mentioned, this NPC message appears:

“I love that game,” says Fred. “I can’t wait for the third installment!”

Thanks, Mike! Er… Fred! I’m working on it! Anyway, I suppose that to avoid the illusion that sucking up to the judge gets you a good review and score, I should say here that I thought Recruit stank, but I just can’t do that. It was a fun game, if slight, whose puzzles are the star attraction. In fact, more than anything, it feels like a love letter to IF.

The premise, such as it is, is that you’ve been recruited (with the offer of a $50 reward) as a tester for “Real Life Interactive Gaming Simulacra” — in other words, IF puzzles constructed and brought to life. That puts Recruit in the unique position of being an IF game pretending to be reality pretending to be an IF game. In any case, the whole thing is more or less a hook on which to hang a series of puzzles, each of which has its theme: light source, NPC, attention to detail, and so forth.

The game is much more imaginative than this thumbnail description makes it sound. Each of the puzzles felt fresh to me, and the fact that they were explicitly molded around familiar IF concepts made their uniqueness stand out all the more. They also felt pitched at just the right level of difficulty — enough to make me think creatively, but not so hard as to send me running in circles and finally running to the hints, at least not for long. More importantly, each of the puzzles has fun with the concept it embodies, which makes the game a particular pleasure for those of us who have endured many far drearier versions of the same things. I’m not sure how well the game would work for somebody who was new to IF — it might make a fine learning tool, but I have a feeling it would feel more frustrating than educational to somebody who didn’t share its frame of reference — but for me it was a kick.

A great deal of the fun comes from the game’s writing, and I noted with admiration as I played through the game just how much Sousa’s writing has improved since his debut game Above And Beyond. [I’m about to spoil something, though I have no idea why it’s a secret to begin with.] Then I found out in the afterword that in fact, much of the writing wasn’t his, but was in fact done by collaborators like Robb Sherwin, Jon Ingold, and J.D. Berry. Why Sousa doesn’t simply acknowledge these co-authors upfront is a bit of a mystery to me — maybe he just doesn’t want players distracted by going through the game trying to figure out who wrote what.

Anyway, like every Sousa game, Recruit is coded very well, though not as exquisitely deeply as some of his past works have been. It was certainly bug-free, in any case, and quite responsive to most of the things I wanted to try. It also provides a fun list of AMUSING things to try after you’ve finished the game, which is a touch I always appreciate. After finishing The Recruit, I found myself just smiling, and thinking, “Cool!” Like several of the other games in this comp, it was IF about IF, but this time about just how much fun IF can be. It doesn’t provide much in the way of atmosphere or emotion, but it does pack the pleasures of good writing and interesting, interconnected puzzles, and that’s enough for me.

Rating: 9.3

Slouching Towards Bedlam by Star Foster and Daniel Ravipinto [Comp03]

IFDB page: Slouching Towards Bedlam
Final placement: 1st place (of 30) in the 2003 Interactive Fiction Competition

NOTE: Because STB is one of those games whose entire point is to figure out what’s going on, some parts of this review could be considered spoilers.

For me, Comp03 has been Homecoming Year. First Mikko Vuorinen, then Stefan Blixt, and now, of all people, Dan Ravipinto, whose great, ambitious game Tapestry made a huge splash in 1996 by using the IF medium to explore ethical choices, allowing multiple paths through the game without attempting to privilege any one path as the “proper” one. Ravipinto then proceeded to utterly disappear from the face of IF, seemingly never to return. All is not as it seems, however, for here he is again, having enlisted the aid of a friend to produce another game of multiple paths, this time set in a steampunk universe with Lovecraftian overtones.

All is not as it seems in STB either, which makes reviewing it rather difficult. As I say above, the point is to figure out what’s going on (and what you’d like to do about it), and what’s going on is really quite complicated, but at least part of it involves the IF interface itself. Integrating interface and story has long been an interest of mine, which played itself out somewhat in LASH‘s “remote robot” conceit; STB takes a rather different tack, finding a completely dissimilar and ingenious explanation within the plot for the PC’s inevitable amnesiac and kleptomaniac traits, as well as the ability to jump about in time via RESTART, RESTORE, UNDO, and the like. Even stranger, you encounter tales of others in the story who have those same unusual powers.

I only figured all this out gradually, and some of it I didn’t figure out at all, having turned to the hints in order to see the end of the game. Or rather, an end to the game. Like Tapestry, STB offers an array of choices while attempting not to prefer any of them over the others, and these choices lead not only to a variety of endings, but to significant differences in the entire third act of the game. Now, I suspect that most of us, having been raised with pulp narratives about saving a threatened humanity, will find ourselves striving towards a particular ending as the “right” one, but STB rather slyly requires some extremely distasteful acts to progress on that particular path, which balances things out somewhat.

In the end, I felt that there really were no good choices, and the idea of doing the least harm to the least number still depended distinctly on who was doing the counting. Still, ultimately most of us are likely to be loyal to our own species, and so just as with Tapestry, even though multiple paths were available, there was still one that felt much more right to me than the others. That’s the brilliance of these games, though. If The Erudition Chamber is like a “What Kind Of IF Player Are You?” quiz, then Slouching Towards Bedlam is more like a “What Kind Of Person Are You?” quiz.

I guess I’ve written a lot about this game, but not much yet about what I thought of it. Well, I liked it very much. The story really drew me in, and I love the way the plot flowed smoothly from puzzle to puzzle. Even though there was quite a bit of inevitable infodumping, the wonderfully intense atmosphere of the hospital and other parts of London kept my unflagging interest. In fact, there are some parts of the game — the opening scene, the first major signs of strangeness, and the case file, for example — that I found purely spellbinding. The writing, too, was strong, keeping a Victorian mood without descending much into caricature.

There was one problem with the prose, though — for its own reasons, the game chooses to express player action predominantly in the passive voice, avoiding the word “you” as much as it can. It transfers agency to outside objects wherever possible, but sometimes it must describe the PC doing something, and here it occasionally trips, with descriptions like this (very minor puzzle spoiler ahead):

>look under blotter
Beneath the blotter is a small key, easily taken. It carries a small
tag labeled '2D'.

“Easily taken” doesn’t tell me that the PC has picked up the key, just that it would be easy for the PC to do so. Nevertheless, a subsequent inventory check reveals that the PC has indeed taken the key. From time to time, STB‘s passive voice emphasis afflicts it with this sort of muddiness.

That quibble aside, the writing worked really well, and the coding was similarly solid — I found no bugs at all. In fact, between the game’s puzzlebox premise and its lack of flaws, I’ve found this review rather hard to write, so I’ll just close by saying this: play Slouching Towards Bedlam. Your time will be well-spent, and you may find that it remains with you in entirely unexpected ways.

Rating: 9.6

The Erudition Chamber by Daniel Freas [Comp03]

IFDB page: The Erudition Chamber
Final placement: 4th place (of 30) in the 2003 Interactive Fiction Competition

Even though puzzles with multiple solutions tend to get a lot of respect, we still don’t see all that many of them. That’s because creating an interesting puzzle with one solution is hard enough; creating one that can be solved in at least two different ways, each challenging and interesting, is that much more difficult. The task that The Erudition Chamber sets itself is harder still. This game lays out four different puzzles, each of which can be solved in any of four different ways. To add yet another layer of complexity to the picture, each of the four solutions belongs to a particular category of approach. There are the Warrior solutions (brute force), the Artisan solutions (clever jiggery-pokery with mechanisms), the Alchemist solutions (changing the form of the obstacle), and the Seer solutions (finding a way around the problem so as not to have to deal with it at all.)

This sort of thing is tough to do, and for the most part, EC pulls it off. I say “for the most part”, because there are still some flaws. For one thing, some of the puzzles seem designed to lend themselves much more naturally to one approach or the other — a puzzle designed by an Artisan, in the game’s terms, will still require even a Warrior to think a lot like an Artisan in order to solve it. Another imperfection is that sometimes, the categories aren’t really as distinct from one another as they should be, especially between Warriors and Alchemists. After all, breaking something and changing its form aren’t really always all that far apart.

Still, the game succeeds more often than it fails, and in some ways it felt like a fun, interactive “What Sort Of IF Player Are You?” quiz. I ended up 3 parts Artisan, 1 part Warrior, which may be a reflection of having played lots of IF. When I can see that a machine has been implemented, my inclination is to play around with that machine until it does the thing that it’s supposed to do, even if perhaps easier or more obvious solutions are available. I think that inclination may be the result of conditioning inflicted by dozens of Myst clones and their IF cousins. The Erudition Chamber is also reminiscent of Sean Barrett’s game Heroes, from Comp01, though from a significantly different angle. Where Heroes takes the player through the landscape several times in the role of different characters (Adventurer, Thief, Mage, etc.), and only lets us see what the particular character would notice, Erudition Chamber makes all aspects of the landscape available at once, and thus lets the PC create character on its own.

This game’s approach has the advantage of being more open-ended and available to mixed approaches, but the downside is that it is necessarily more bland than if it had been written with a more specific character in mind. In addition, there’s a frame story that doesn’t make a lot of sense and really adds nothing of value to the game. EC would have been better off chucking the whole time-manipulation and alternate history business, and focusing instead on the student as a novice who now must choose a path, or set of paths.

The other problem with the game is its writing, which needs a major round of proofreading. Spelling errors, for instance, are a pet peeve of mine, and games that have such errors in their very first room description (“Chisled stone steps”) annoy me even more. There are quite a few mistakes that could have been found simply by running the game’s text through a spell-checker, and there’s really no reason not to do this. Other problems, such as the numerous comma splices, would have been caught by the careful attention of a proofreader or editor.

Troubled prose like that always weakens a game for me, and it’s a pity, because this game is pretty strong in lots of other areas. I found no bugs, which always pleases me, especially in a comp game. It’s certainly a quantum leap in quality over Freas’ last work (Greyscale), and I feel encouraged that his next game may take the ingenuity shown by Erudition Chamber and combine it with the level of polish needed to make the gameplay experience as enjoyable as it should be.

Rating: 7.9

Hercules’ First Labor by Bob Brown [Comp03]

IFDB page: Hercules First Labor
Final placement: 26th place (of 30) in the 2003 Interactive Fiction Competition

For me, the comp game experience begins from the moment I read the game’s title and blurb in Comp03.z5. What that meant for Hercules’ First Labor was that I was out of sync with it from the beginning. Not from its title, which is fine, but from its blurb:

My introduction to computers was the Scott Adams series of adventures
with the simplistic Verb/Noun parser and this game is in that vein.

I know that there are these people who have lots of nostalgic feelings about Scott Adams games, but I’m not one of them. I’m an Infocom guy, and have been since the beginning of my involvement with IF. Consequently, Scott Adams games tend to feel like cave paintings when what I’m really looking for is Degas and Monet, or at least Jack Kirby. I come to IF more for the fiction than the interaction (though they’re both important, of course), and my favorite games all have excellent writing in common. So, predictably, I’m not a fan of room descriptions that look something like “I’m in a Hotel Room by Door.” The “simplistic Verb/Noun parser” also feels like a straitjacket to me, and it’s that much worse when I don’t have access to the metacommands I’m used to, like UNDO, AGAIN, and, well, SAVE.

So I’m really not in the target audience for this game. Now, that being said, HFL pulls off the Scott Adams feel quite well, and the fact that it’s apparently coded in JavaScript makes the whole Verb/Noun thing a little more understandable. The presentation is attractive in the browser window, and even though it was frustrating not to be able to generate a transcript of my game sessions, I found the split-windowed interface (one frame each for status line, room description, parser responses, and input) effective and intuitive. The parser worked tolerably well (with some problem inconsistencies between “read” and “look”), though “pretty well” for a two-word parser is still pretty darn poor by today’s standards. The bare-bones nature of the setting made the puzzles very straightforward indeed — just use the very few verbs at your disposal to interact with the handful of objects you encounter and you’ll be finishing the game in no time. The verb USE is your friend. Similarly, there’s not much to say about the writing, because there just isn’t much of it.

“Homemade” competition games tend to be notorious for having underimplemented parsers, and for lacking some of the basic functionality that we take for granted in games produced by top-tier development systems; the homemade games I’ve encountered so far in this comp are no exception. However, this time around, new approaches have tried to turn these shortcomings into advantages. The way Sweet Dreams did it was to throw out the parser altogether, replacing it with a low-res avatar in a graphical environment. Thus was the whole parser problem avoided entirely, and this approach worked for me. The homemade interface still had its bugs and frustrations, but I found Sweet Dreams to be one of the least irritating comp games ever made outside of a mainstream IF development system. (That’s not to damn it with faint praise — I liked it well enough.)

HFL avoids the problem in a different way, by setting the player’s expectations from the very beginning, and enlisting the aid of nostalgia to make its simplistic parser actually seem like a feature rather than a bug. I’ll bet that for people with fond memories of playing Scott Adams games, the trick works really well. For me, though, it felt like just another substandard homemade parser, albeit ameliorated a bit by the fact that its simplicity was matched by that of the environment. So, while I acknowledge it as a good try, HFL left me cold. It did inspire me to my first comp game anagram, though. (“SA flirt’s core blur, eh?”) That’s worth a little something.

Rating: 3.7

Risorgimento Represso by Michael Coyne [Comp03]

IFDB page: Risorgimento Represso
Final placement: 2nd place (of 30) in the 2003 Interactive Fiction Competition

Okay, first things first. It’s time to welcome a talented new author. Michael Coyne has made a great game, so well-written and well-implemented that it’s almost always a joy to play. It’s on a par with most Infocom games, and exceeds them at many points. There’s cleverness and panache to spare, and the puzzles are mostly interesting and fun. It’s not perfect, of course. There are a couple of under-implemented commands (like LOOK BEHIND), a hackneyed puzzle or two, and some jokes (like the cheese one) are pressed rather too hard. It also could use a more compelling title.

Still, on the whole, this is a satisfying and enormously fun game. Well, what I saw of it, anyway. And therein lies the problem. I spent the last review (of Domicile) bemoaning games that are entered in the competition when they’re unfinished, undertested, and unproofread. Now, of course, I’m immediately hit with the opposite problem: a game that is exquisitely finished, betatested, and error-checked, but is still inappropriate for the competition, because it does not even come close to fitting within a two hour play session. When my two hours with RR ran out, I think I was maybe a third of the way through, and that was with a lot of leaning on the hints towards the end. Sure, it was fun while I played it, but I knew almost from the beginning that there was no way I would solve it in the allotted time, and I felt annoyed and disappointed by that. In my opinion, this game is no more appropriate for the competition than was the unfinished Atomic Heart, or the excruciatingly poor Amnesia. It’s too big. It is just too big.

I’ve written out and rehearsed my objections to overlarge comp games so many times that they almost feel self-evident to me now. But I realize that my experience doesn’t match with most people’s, so for those just tuning in, here are a few of my problems with giant comp games. First of all, the comp is a high-pressure playing time. I really try to finish all the games in the judging period, and to write a substantial review after each game. Plus, I have a life, so that means that my IFComp time is squeezed in at the edges of my life — lunch hours, laptop time on the bus to and from work, or late nights after my wife has gone to bed. It’s frustrating to carve out this time and then realize that it’s still not even close to sufficient for the game I’m playing.

Secondly, there’s a more insidious problem with trying to squeeze a big game into two hours. When I had only a half-hour left and huge swaths of the game left undiscovered, I turned to the hints. I did this not because I couldn’t have solved the puzzles on my own. Maybe I could have. But not in half an hour, and I wanted to see more of the game. Turning to the hints, though, does a disservice to a game like this. Well-constructed puzzles ought to be experienced fully, relished, and a well-written world should be enjoyed at leisure rather than rushed through. Trying to play this game in two hours will ruin it for many players, players who could have enjoyed it to its fullest potential were it released outside the comp.

Moreover, how many people are likely to come back and finish the game after the comp period is over? For all the comp games I’ve meant to do that with, I’ve almost never followed through, because after the comp is a frenzy of reviewing excitement, and then come the holidays, and busy times at work, and… whoosh. The game is well off my radar by the time I actually have time to play it. Then there’s the fact that I find it difficult to give a reasonable evaluation to a game that remains mostly unseen by me — it’s like trying to review a movie after watching the trailer and the first 20 minutes. These aren’t the only reasons I don’t like huge comp games, but that’s enough for now.

Still, with all that said, can I understand why somebody, especially a first-time author, would enter their huge game in the comp, even knowing all of the attendant problems? Of course I can. The fact that RR is a comp entry perfectly illustrates the problem with the current IF scene. The annual IF Competition is simply too important, too powerful. It’s become a cynosure whose glare eclipses everything else in the IF world. I love the competition — I think that much is clear from my ongoing participation in it — but I have come to really hate the way it’s turned into a gravity well for games. If you enter your game in the competition, it’s bound to get at least a dozen reviews, be played by the majority of the community, and maybe even become a talking point in IF discussions for years to come. Widespread familiarity in the community also may give it an edge in the XYZZY voting.

If you release your game outside the comp, what happens? Usually, almost nothing. Some games get released to not even a single, solitary post in the newsgroups, let alone reviews or discussion. Even humongous, excellent games like 1893, the products of hundreds of hours of work, sometimes cause hardly a ripple. So of course tons of games get into the competition that aren’t finished, or are way too big. How else to reap in attention what you’ve sown in work? I try to remedy the situation somewhat by continuing to release SPAG and hassling people to write reviews for it, but games routinely go a year or more without a SPAG review, and some games (Bad Machine comes to mind) seem never to get reviewed at all. It’s maddening to me, and I don’t know what to do about it, but I have to say I’m at the point where I’m seriously considering no longer writing comp game reviews, turning my review energies instead to non-comp games so that they’ll at least get attention and evaluation from somebody.

For this year, though, I’m committed, which brings me to the problem of score. From what I saw of this game, I thought it was outstanding, worthy of a 9.5 or above. But I just cannot bring myself to give it that score, if for no other reason than because I don’t want games that shouldn’t be in the comp to do well, since all that will do is encourage more of them. On the other hand, can I really justify giving a low score to such an obviously high-quality product, especially when I’ve already given Scavenger, another too-big game, a high score? Well, the difference between this and Scavenger is that with Scavenger, I felt like I’d seen the majority of the game, that the major puzzles were solved or almost-solved, and that most of what remained was denouement. With RR, though, I felt like I’d eaten the appetizer but had to leave before the entree.

My compromise is this. I’ll make it clear in my review that this is a great game, worthy of any IF devotee’s attention. Play it sometime when you can really enjoy it, linger over its many pleasures, and let the puzzles percolate in your head. Play it without a time limit. Savor it like I couldn’t today. Don’t let my low score fool you — it’s eminently worth playing, but I saw a third of it, and so I’m giving it a third of the score it probably would have gotten from me had it been the right size for the comp.

Rating: 3.2

Domicile by John Evans [Comp03]

IFDB page: Domicile
Final placement: 18th place (of 30) in the 2003 Interactive Fiction Competition

For last year’s comp, John Evans submitted a game called Hell: A Comedy of Errors. That game started out very cool and interesting, but after playing for about an hour, it became quite apparent to me that the coding wasn’t finished. Well, some things don’t change. I mean, the ABOUT listing for this game includes the admonition, “for known bugs, type BUGS.” Known bugs? Listen, if you know there are bugs, especially basic ones like those in this list (“hints not done yet”), that means your game isn’t ready for release. So, hey: DON’T RELEASE IT!

Like Evans’ previous game, this game has some pretty cool stuff in it — there’s an interesting magic system, some good puzzles, a nice sense of expanding possibilities. The problem is, it’s not finished. I played for a while, found some of the cool stuff, and solved a few puzzles. I also found a ton of bugs (not on the “known bugs” list), which forced me into checking the hints a lot from early on — there were a number of synonym problems, some sloppy coding, some Vile Zero Errors. Then got I totally derailed by a game-killing bug (again, not on the “known bugs” list) that spat out a Zero Error and trapped me in a dead-end. So, back to the hints. I restored, tried another method, ran smack into another game-killing bug (that’s right, not on the list) that refused to acknowledge when a puzzle had been completed. So then I said, “Okay, you know what? You get a 1.”

I’m in a bad stretch, here. Three out of the last four games I’ve played have been, in my opinion, not even close to ready. This one is maybe the most aggravating of all, because it seems like the author has this problem repeatedly, so I’m going to do something I rarely do, which is to address him directly. John, your games could be really good. Really. But man, you have got to follow through! You have got to finish what you start. Polish it, test it, get the bugs out, make the code smooth. You know: finish.

Listen, I have a half-finished game on my hard drive too, and I could have slapped an ending on and released it to the comp, but I didn’t, because of this idea I have about comp courtesy. I would prefer to do the right thing by the people I’m asking to spend time on my stuff, so I won’t give it to them until I’ve done all I can to make sure they’ll actually enjoy it. If you get too bored with something to finish it, or the deadline comes before you’re ready, DON’T RELEASE IT. Releasing half-done, bug-ridden games is indefensible, because no matter how much potential they may seem to have, until they’re finished, they’re CRAP.

Instead of starting a new game for next year’s comp, polish and fix this one, so that you can actually have something good to your name. That’s just my advice, which I’m sure doesn’t mean much to you. If it did, you’d have gone back and finished Hell: A Comedy Of Errors. But you won’t be getting much respect as an author until you show that you can actually write a good game instead of a good half-game.

Rating: 1.0

Amnesia by Dustin Rhodes as crazydwarf [Comp03]

IFDB page: Amnesia
Final placement: 27th place (of 30) in the 2003 Interactive Fiction Competition

Wow. Well. This one was… painful. Just abysmal. Really, really bad. When I played Curse Of Manorland, I kept having the urge to MST it in my comments, but my comments for this one mostly just looked like, “Aaaahhhh! The PAIN!” I mean, I don’t even know where to begin. It seemed almost like one of those joke games, you know, the ones where the joke is, “Look how bad this game is! Isn’t that hilarious?” I never really thought those joke games were very funny, but I don’t think this one is even joking. Here’s the first room:

beach
A cool beach where you should have washed ashore and not have been
able to remember anything because you where supposed to have amnesia,
which you didn't, which completly ruins the whole storyline this game
was going to have, so now the auther will have to make a game up on
the spot, enjoy. By the way if you want to learn about me just type
about. Their is a huge rock sitting here innocently.

See what I mean about not knowing where to begin? The author says he’s in high school, and in fact writes, “I might I win the award for youngest IF writer, maybe that will get me a couple of points from the voters.” Sorry, dude. David Glasser wrote VirtuaTech at 14, and it’s miles better than this. Hell, Ian Finley wrote Babel at 17. Besides, my reaction to this game wasn’t “Oh, it’s pretty good for a high schooler,” but rather, “Holy crap, something this subliterate came from somebody who’s made it all the way to high school??”

Here are some things this game needs: Spell-check. Proofreading (to catch things like “Their is a huge rock,” which spell-check will miss.) Descriptions that care enough to actually, y’know, describe, and to write out their words instead of “the center of the town with houses NE, NW. To the W is a volcano, to the N is a mountain, and to the E is a jungle.” Even the game itself knows it sucks, because it mentions the fact every couple of rooms. Well, games that suck… suck. They shouldn’t be released. Show a little self-respect, and a little respect for the people you’re asking to spend time on your work. Damn.

Rating: 1.6

No Room by Ben Heaton [Comp03]

IFDB page: No Room
Final placement: 22nd place (of 30) in the 2003 Interactive Fiction Competition

In a cheeky display of one-upsmanship (or maybe it’s one-DOWNsmanship), No Room trumps the one-room game by having no locations whatsoever. The author explains in a brief note that the PC resides in “the Inform Library itself, which is the most sense Inform could make of my game.” No rooms were harmed, or even created, in the making of this game. Consequently, the entire thing takes place in a dark, empty void, though I don’t think the location description or reactions are the Inform defaults. Thinking about how they got the way they are is making my head hurt, so I’ll stop.

The gimmick is fun, but doesn’t make for much of a game, of course. So No Room is a piece of micro-IF that basically consists of one puzzle. The puzzle is a good one, though it relied on some basic scientific knowledge that was, embarrassingly, just a bit beyond my grasp. But only a bit. Since there’s no location, the entire thing takes place in the dark, and between its darkness and its scientific-puzzle storylessness, the game feels like a cross between Aayela and In The Spotlight, except, of course, there’s no spotlight.

No Room could have used a bit more depth of implementation. Many of my ideas weren’t implemented at all, and a game this small can afford to take a great deal of care in making lots of options possible with its few items. On the other hand, the implemented parts were coded fairly well, and relying entirely on the sense of touch was an intriguing way to experience a puzzle. I was surprised to discover that a few uncommon Inform commands (like PRAY) were given special messages. Some of these messages felt desultory or over-the-top, but some (again, like PRAY) were funny. In fact, if the implementation had been a little less thin, I probably wouldn’t have found myself trying to PRAY in the first place, so maybe it was intentional…? Nah.

Rating: 6.2

The Atomic Heart by Stefan Blixt [Comp03]

IFDB page: The Atomic Heart
Final placement: 10th place (of 30) in the 2003 Interactive Fiction Competition

Comp03 is starting to feel like Old Home Week. First there was the return of Mikko Vuorinen, and now here’s a brand new game from Stefan Blixt, author of Comp97’s Pintown and Comp98’s Purple. Pintown, in my opinion, was an unwinnable disaster, and I found Purple to be very poorly implemented as well, albeit full of fun ideas. The Atomic Heart, I’m sorry to say, is in just about the same shape as Purple.

The game’s concept is that old science fiction nugget about the machines gaining consciousness and battling mankind, but it’s enlivened by the IF presentation, in which the PC is a nanny robot (albeit with a very minor twist, revealed only in game-ending scenes) who bears no hostility towards humanity. “PC as robot” has certainly been done and done much better by other games, as has the twist gimmick, but not in combination (so far as I know) with the “robots vs. humans” plotline, and I liked the idea of playing a robot whose mission is to save humanity from other robots. There were a number of interesting details in the writing, and the structure of the story was good too, with surprising revelations, an exciting climax, and a satisfying ending.

Unhappily, though, the game’s incredibly shoddy implementation demolished any chance I had of enjoying its story. Even more irritating, most of the game’s problems are attributable to nothing but carelessness. For example: synonym problems. There’s a photo that can’t be called a picture. There are “trainers” that can’t be called shoes. There’s this exchange:

>examine bulk integrity module
I only understood you as far as wanting to examine the bulk integrity
module.

“Well,” I had to ask, “isn’t that far enough?”

There’s more, though. Newlines are added or subtracted willy-nilly, giving the game a sloppy appearance. Losing endings are utterly unmarked as such, making them feel more like bugs than dead-ends. There’s a database that supposedly can provide all kinds of information to the robot, but when CONSULTed, even about the topics the game says it knows, all that ever seems to happen is that “You discover nothing of interest in the database.” Then there’s the delightful old “Which do you mean, the eighteenth century bottle or the eighteenth century bottle?” problem. Worse yet, one of the game’s main actions requires incredibly finicky syntax, and that action must be performed again and again in a successful game session.

After about an hour, I was so frustrated with the game’s inability to understand basic things that I started going straight from the walkthrough, and was gobsmacked to discover that even the walkthrough is loaded with commands that don’t work. I can think of no possible excuse for this. Apparently the walkthrough is a command transcript of the game’s author, or someone who has similar inside knowledge, playing the game through to conclusion, but if even the freaking walkthrough document can’t easily figure out how to phrase its commands, isn’t that a really big clue that the game is under-implemented? I think so.

I have to say, I really can’t figure this out. You take good idea, write an interesting story, make up some cool puzzles and such, then you put it together in such a slapdash way that almost nobody could enjoy it. I dunno, maybe there’ll be a big handful of glowing reviews for this game and I’ll discover that I’ve just become uptight and overly picky, but my experience with it was just so aggravating. The game even credits testers, but if the evidence of the walkthrough is any indication, just because a problem is obvious doesn’t mean it will be fixed. But WHY NOT? Why why WHY release something that is so much worse than you know it could be? Take some pride in your work, for heaven’s sake.

I guess this is all getting a little ad hominem, and I don’t mean it to be, but games like this just make me want to pull my hair out. There is just no plausible reason for a game to have problems like this, not with testers and playthroughs that clearly found them. Look, your job as a game author is to make sure your game is the best it can be. Do your job.

Rating: 4.4

Episode in the Life of an Artist by Peter Eastman [Comp03]

IFDB page: Episode in the Life of an Artist
Final placement: 11th place (of 30) in the 2003 Interactive Fiction Competition

My wife used to teach a college course called “Shakespeare For Non-Majors,” which was usually full of business and engineering students, there either to fulfill their dreaded “Literature and the Arts” core curriculum requirement, or else to, as she sometimes put it, “get their Cultural Literacy cards stamped.” Students generally came into this class with one of two attitudes towards Shakespeare. Some of them hated him — they called him “boring”, and groused of having him thrown at them all their lives as some sort of ultimate authority. Usually, a major part of these students’ problem was that they actually just didn’t understand the meaning of the words when they looked at a Shakespeare text.

The other category of students loved Shakespeare, and actually embraced and revered him as an ultimate authority. They would claim stridently that he was the Greatest Author Of All Time, that he had a perfect understanding of Human Nature, that his works are Timeless, and that every scrap of his texts embodied Deep Truth. Interestingly, these students usually also didn’t understand the meaning of the words when they looked at a Shakespeare text, but they knew enough to recognize that much of our culture sees Shakespeare as a dispenser of wisdom, and believes that if you can quote strings of words from his sonnets or plays, that ability indicates that you’re an intelligent person with great insights about life.

The PC of Episode is one of this latter type. His life could hardly be more mundane — he gets up, gets dressed, eats breakfast, and goes to work at a factory, where he spends all day in front of a conveyor belt putting green widgets on red wodgets. Yet he thinks of himself as smart and wise — an artist, in fact, and hence the title. “No one could put those widgets together like I could,” he says of himself. A large part of his faith in his mind and soul comes from the fact that he carries around a book of quotations, of which he has memorized great swaths, and he can pull out a quote for even the dullest occasions. Yet, as the text makes plain, knowing a quote isn’t the same thing as understanding it. For instance, when an unexpectedly blue widget suddenly appears on the conveyor belt:

Ralph Waldo Emerson said that a foolish consistency is the hobgoblin of little minds, and he knew what he was talking about. He knew that sometimes the widgets would be green, and sometimes they’d be blue. So I’ve been doing this job for eight years, and every widget I’ve ever seen has been green. That doesn’t mean the next one won’t be blue. You’ve got to just take what comes and go on with your job. Emerson understood that, and that’s why he was such a great genius.

Of course Emerson wasn’t thinking of blue and green widgets when he wrote the “foolish consistency” line, and of course that line comes from a much larger explanatory context, but those things don’t bother the PC a bit — in his mind, he has access to Emerson’s “great genius”, to what literary critic John Guillory (swiping a term from sociologist Pierre Bourdieu) called his “cultural capital”, and that genius is helping the PC deal with a difficult situation. In fact, all he’s really doing is taking his own thoughts and slapping the label “Emerson” on them so that he can call them wise and not have to question them any further. This trait permeates the character, and makes him one of the most intriguing PCs I’ve seen in an IF game for a long time.

The design of Episode nicely reinforces the PC’s character. At first, I was annoyed with it for making me go through such extremely quotidian tasks as showering, picking out clothes for the day, and so on. Once I grokked the PC a little better, though, I loved the game for doing that. By forcing me to step through those tasks, and to experience the PC’s unwavering interest in and enjoyment of them (as well as hearing his ceaseless grab-bag of quotes applied to them), the game let me become closely acquainted with the PC’s mindset in a way that still felt interactive and advanced the plot. Because it’s preceded by such an exceedingly ordinary morning routine, that blue widget and the PC’s shock at it carries much more of an impact than if it had been the beginning scene of the game.

Speaking of shock, I was rather jarred by the fact that the game apparently takes place in the Zork universe. The PC carries a five-zorkmid bill in his wallet, finds a Dimwit Flathead lunchbox, and so on. Now, granted, one of the game’s major plot points rests on its Zorkian setting, but it feels a little strange to see references to people like Emerson and Shakespeare, or to see crates labeled “USDA GRADE A”, as if those things had some part in the Zork universe. There’s also the fact that nowhere does the game acknowledge that permission for use of these things was sought or received from Activision. It’s almost as if the game itself takes some part of the PC’s simple-mindedness.

That’s what’s so puzzling, and vexing, about this game. For all that it seems to be very cleverly written and designed, it also suffers from these logic gaps, as well as from sloppy coding and some serious bugs, one so bad that it can derail the game completely and force the player to a RESTORE or multiple UNDO. With a game like Rameses, part of the clue to look beyond the surface of things is the fact that the game is obviously coded with intelligence and care. I didn’t find that to be the case with Episode — aside from the aforementioned bug, I suffered synonym problems, guess-the-verb, and basic weirdnesses like the fact that the score stayed 0 out of 100 for the entire game.

I found no mechanics problems with the prose, which made the lackluster coding feel all the more odd. I still can’t decide whether this game is the product of great writing skill paired with novice coding abilities, or whether it’s just a not-very-good game that ended up unintentionally profound. If it’s the former, Episode would benefit greatly from a once-over by someone like Mike Sousa, who enjoys collaboration and whose TADS skills are impeccable. If it’s the latter, well, I guess I’m about to give my highest score ever for a bad comp game.

Rating: 8.4