Sting of the Wasp by Jason Devlin [Comp04]

IFDB page: Sting of the Wasp
Final placement: 4th place (of 36) in the 2004 Interactive Fiction Competition

Assuming that “Jason Devlin” isn’t a pseudonym for an experienced author, we have a very satisfactory debut on our hands. Sting Of The Wasp brings one of the year’s nastier PCs in the person of wealthy socialite Julia Hawthorne. In the grand tradition of Primo Varicella, Julia is a vain, preening snob who looks with utter disdain at almost everything around her, including the country club in which the game is set. However, unlike Primo, her schemes don’t run to power grabs — instead, she just wants to find out who took a photo of her in a compromising position with the local golf pro.

It seems that Julia’s wealth comes by virtue (a term probably misapplied here) of her marriage, and because wealth is the most important thing to her, she must guard that marriage zealously. Such guardianship doesn’t appear to include the actual avoidance of adultery, but it certainly encompasses heroic efforts to destroy any evidence of those indiscretions. SOTW is one of those games that let you gleefully and maliciously wreak havoc on a wide variety of places and characters, all in the service of advancing a thoroughly rotten character. As I said, the most prominent example of this sort of game is Varicella, but this game is Varicella played purely for laughs — very few darker undertones burden the spree of unrestrained villainy.

There are a few things that SOTW does particularly well. One is dialogue; the country club is populated with a wide variety of rivals who come in various shades of shrewish and desperate, and Julia’s exchanges with these characters often made me laugh out loud. Many of their remarks come at Julia’s expense — her affairs are an open secret at the club, and they provide the perfect fodder for nasty remarks, such as when Julia happens upon an NPC in the garden:

As she sees you enter, she looks up and grins impishly. “Oh, Julia,” she says, closing her book for a moment. “I’m surprised to see you here. I thought you preferred to do your hoeing in the basement.”

In addition, the NPCs have some great incidental business, and provide the game lots of opportunities to replace standard library responses with something more fun. One of my favorites was this replacement for “You can’t go that way.”:

“Oh dear,” Cissy says as you bump into a low wall. “Julia, you really should try some Ginkgo biloba. I’ve been taken it for months now and I hardly ever crash into walls anymore.”

Okay, so it has a pretty egregious grammar error. I still laughed. The parser, too, gets off plenty of zingers:

>search beverly
You're not a lady cop, and this isn't Cinemax After Dark.

Okay, enough quoting. My point is that SOTW is a funny game, and it’s worth playing just for the humor. Moreover, many of its puzzles are logical and seamlessly blended with the game-world, and its story moves smoothly and sensibly to a dynamic climax. The game makes especially good use of triggers to move the action along. Unfortunately, there are some flaws to contend with as well. For one thing, while the humor is marvelous, there are a number of places where the prose stumbles due to awkwardness or simple mechanical errors. For example:

>read board
Although seemingly impossible, somehow this cork bulletin board, with its oak border and brass inlay, manages to appear elegant. I guess all it takes to make a silk purse out of a sow's ear is money. A fact illustrated by many of Pine Meadows's patrons. On the bulletin board is an announcement.

First there’s a misplaced modifier, attaching impossibility to the cork bulletin board itself rather than its elegance. Next, there’s a voice mixup, as the parser suddenly takes on an identity and asserts itself with “I guess.” If Julia is “you”, who is the “I” speaking in this scenario? Finally, a sentence fragment brings up the rear. A significant number of these problems mark Sting Of The Wasp as the work of a beginning writer.

In addition, while the game is clearly tested and for the most part bug-free, there are still some glitches in implementation. A waiter hands you a glass that never appears. A description mentions exits southeast and south, when in fact they’re south and southwest, respectively. The game would benefit vastly from the attention of a skilled editor and from one more round of testing. These things aren’t too hard to do, and once they’re done, SOTW‘s nasty pleasures will be even sharper than they are now.

Rating: 8.5

Typo by Peter Seebach and Kevin Lynn [Comp04]

IFDB page: Typo!
Final placement: 19th place (of 36) in the 2004 Interactive Fiction Competition

The heart of Typo is the Frobozz Magic– er, Flavorplex Psychic Typo Error Correction System, which in turn is apparently a jazzed-up name for Cedric Knight’s mistype.h library extension. This innovation provides an extra level of player-friendliness by trying to catch unparseable misspellings and typographical errors and making a reasonable guess as to what the player intended, like so:

>push apadiing
[Flavorplex Psychic Typo Correction has divined that you want to "push padding"].
Your entire hand disappears momentarily into the padding. Now THAT'S soft!

This works, I’m guessing, by comparing the player’s input to a list of dictionary words, then using some set of algorithms to decide what in its list is the closest match to whatever the player typed. This is a cool idea, and frequently it works very well indeed. However, a utility like this is only as good as the dictionary it’s using, and if the game is underimplemented, typo correction can suddenly start wildly misinterpreting commands. Pushed further, its responses veer into the comical:

>x skyline
As you look out at the cityscape, your attention is drawn to a funny little pizza delivery car as it cruises slowly along the street.

>x car
[Flavorplex Psychic Typo Correction has divined that you want to "x cart"].
You can't see any such thing.

>[boy that can get irritating fast]
[Flavorplex Psychic Typo Correction has divined that you want to "buy that an get irritating east"].
You can't see any such thing.

The goofier moments reminded me of that Simpsons episode where Dolph makes a note on his Apple Newton to beat up Martin, which the PDA translates as “eat up Martha.” More seriously, the whole enterprise reminded me that everyone who writes software, including IF, must make decisions about interface. There’s been a trend in the last ten years or so, particularly noticeable (to me) in Microsoft products, towards interfaces that take a paternalistic attitude towards the user. “Don’t you worry your pretty little head about anything complicated,” they say, “I know what you really meant to do.” The problem, of course, is that at least half the time the “friendly” interface guesses wrong about what the user wants, and thus ends up thwarting good work rather than facilitating it.

I’ve no doubt that these sorts of interfaces arise due to a great deal of feedback from people who want their computers to be simpler to operate. However, for both naive and sophisticated users, it’s very frustrating when the computer thinks it knows better than you do. That’s why it’s critical that when you introduce a feature that overrides or embellishes literal user input, you provide a way to turn it off. In addition, such features are usually much better if they are customizable. A perfect example is the spell-checker whose dictionary can be expanded by the user — if I can teach the software more about what I want to do with it, I can better enable it to help correct only actual errors. So if anybody is thinking of using this system in another game, remember to implement every noun you mention and to give me some control over how and whether the typo system operates.

As for the game itself, it’s nothing too remarkable. Typo deploys the old reliable IF trick of literalizing some aspect of the medium, in this case the typo correction system. The PC is cast as a tester working for Flavorplex to iron out the bugs in its typo corrector. There’s one substantial puzzle, a Rube Goldberg device for which the PC receives a set of instructions, but which is constructed so straightforwardly that I never needed to consult them. There’s also one big plot twist, which in a more substantial game would move the action from prologue into the story proper, but which in this game serves only as an odd, abrupt, and unsatisfying ending. But Typo isn’t too interested in telling a story — instead, it just wants us to think about the implications of machines that make decisions on behalf of their users. For me, the game accomplished that goal.

Rating: 7.2

Blue Sky by Hans Fugal [Comp04]

IFDB page: Blue Sky
Final placement: 26th place (of 36) in the 2004 Interactive Fiction Competition

At this point in the development of interactive fiction, we’ve seen a lot of genres tried. However, there’s one kind of writing for which this medium is very well suited, but which has been attempted very seldom: travel writing. In many ways, it’s a natural fit — IF can’t help but put a great deal of emphasis on setting, and one of the best parts of a deep, detailed, and well-written text game is the strong feeling of location it provides. The best travel writing gives us a sense of having visited a place unfamiliar to us, and done properly, interactive travel writing could intensify this feeling even further.

I think that this is the sort of game that Blue Sky wants to be — it casts the player as a tourist in Santa Fe, New Mexico, and the majority of the action consists of wandering around a replica of that city’s plaza, searching for a moving target. It seems to me that the point of the game is to be a virtual visit to that site, and that we’re supposed to come away from it enchanted with what a lovely place Santa Fe is. Unfortunately, Blue Sky is both too poorly written and too sparsely implemented to accomplish this goal. I’ve actually been to Santa Fe, and liked it very much, but instead of bringing back good memories of visits I’ve made, Blue Sky brought back bad memories of past IF games.

At times, the game reminded me of The Big Mama in its rapturous insistence on how beautiful everything is:

The St. Francis Cathedral was designed by Archbishop Jean Baptiste Lamy in the Romanesque style. The cathedral, which was dedicated in 1884, took fifteen years to complete. It stands majestically against the backdrop of the Sangre de Cristo mountain range, and you almost feel like you can see the twin steeples that were never completed in the clouds set in the deep blue sky.

In fact, though it’s quite a small game, the word “beautiful” shows up in no less than seven different places. Instead of describing just what’s so beautiful about them, the game flatly labels its items as such and expects that to be sufficient, which it isn’t. Then again, sometimes the writing is so perfunctory that it can’t even be bothered to try communicating anything special about the setting:

Cathedral Place and East Water Street
East Water Street ends here from the west and Cathedral place continues southeast into the business district of Santa Fe. La Fonda occupies the block to the west on the north side of the street.

Setting aside the fact that much of this prose is in dire need of commas, it also doesn’t do a whole lot to conjure anything specific about Santa Fe. Instead, it feels just one step above the bare grid of a city presented by Strangers In The Night.

The plot, such as it is, involves trying to catch up with your tour group as you glimpse them traveling from one landmark to the next, but the majority of the game involves wandering around and around a dozen or so of these underdescribed locations. Most of these locations not only offer very little in the way of writing, there’s not much to do in them either. After a while, I felt like I was playing Aunt Nancy’s House, except that instead of a house, there was a town.

Blue Sky compounds this problem with implementation that’s far too sparse. Take this interaction, for instance:

Inside the Loretto Chapel
The inside of this chapel is indeed beautiful. Your eyes scan over the altar, the wooden benches, and then fall upon the miraculous staircase.

>x altar
That's not something you need to refer to in the course of this game.

>x benches
That's not something you need to refer to in the course of this game.

>x staircase
This 'miraculous' staircase leads to the choir loft. Legend has it that the staircase, built without nails or support beams, was constructed by a carpenter who mysteriously appeared, completed the job then disappeared without pay or leaving his name.

There are three items mentioned. Two are unimplemented. The third has a description that reappears verbatim in the description of the chapel’s exterior. Can you blame me if I’m not feeling transported? Over and over, the game missed opportunities to provide immersion, instead providing descriptions that were sketchy when they weren’t absent entirely. For instance, the initial room description mentions how the PC’s inn has a “beautiful wood facade”, but the inn itself is described thus: “This is your hotel.”

One of the keys to immersion in IF is detail, and Blue Sky falls well short of the mark. I don’t mean to be too harsh — the game is obviously well-intentioned, and with a substantial overhaul of its writing and a considerably increased depth of implementation, it could become a lovely evocation of Santa Fe. Until then, if you’re looking for travel IF that really works, go back and play She’s Got A Thing For A Spring.

Rating: 4.1

About my 2004 IF Competition Reviews

2004 was a year of endings for me, in terms of my IF hobby. First, to my great relief, I was able to complete the final game in my Earth and Sky trilogy, and what would turn out to be my final competition entry. To my great amazement, that game ended up winning the 2004 competition, which was a fantastic way to go out.

In addition, 2004 was the final year where I attempted to review all the comp games, or at least all the comp games that weren’t written by known newsgroup trolls. There were a few different reasons for this, as I explained in a “postscript” post on rec.games.int-fiction. Those included some amount of burnout on my part, and my growing sense of guilt about the part I played in making the competition such a black hole at the center of the IF community’s galaxy. I alluded much more blithely to what was really the central fact behind it all: my life was changing. In November of 2004, I knew that my wife was pregnant, and that our child was expected in June of 2005. Reasonably, I didn’t see myself devoting 6 weeks in November of that year to hardcore IF playing and reviewing.

I don’t think I realized at the time just how much being a parent would completely consume my time and energy. I certainly didn’t realize at the time that I would also be starting a new job immediately after Dante was born. When I wrote that postscript, I expected that I’d still be playing and reviewing longer games even after leaving the comp crunch. Well, some of that happened, but for the most part, not so much. Dante’s birth marked my exit, more or less, from the IF community. I handed off SPAG to new editor Jimmy Maher, more or less withdrew from the newsgroups, and pretty much checked out of IF, at least until the 2010 PAX East convention where Jason Scott screened an early cut of Get Lamp.

Even after that, right up to now, my involvement has been sporadic. I don’t expect that to change anytime soon, though populating this blog has been a wonderful way to revisit those IF-heavy years of my life, and to spur me towards more reviewing ideas, such as the Infocom >RESTART project. More about that, and the future of the blog, after this last batch of comp reviews.

Comp04 was a great one to go out on, and not just because I won. There were some games I really loved, including the time-travel mindbender All Things Devours, the sci-fi drama Trading Punches, and my favorite of the year, a trippy psychological journey called Blue Chairs, whose protagonist happens to be named… Dante. Blue Chairs, incidentally, was written by Chris Klimas, who would go on to create Twine and therefore have the biggest impact on the competition since Whizzard himself.

That’s all in the future, at least the future of the guy who published these reviews on November 16, 2004 — one last big comp hurrah.