About my 2002 IF Competition Reviews

2002 was the eighth year of the IF competition, and everything was pretty firmly in place. That includes the games and authors, who occupied the usual range from ugh to wow, and in fact pushed the top of that range back up above where I found it in 2001. It also includes me.

By 2002 I’d been reviewing comp games for many years, and I was very comfortable in the critic role. Without being too egotistical about it, felt like I could write reviews that would not only explain the my reaction to game and give useful feedback to the author, but at least sometimes do so in a way that would be useful for lots of aspiring authors, not just the one who wrote the game in question.

Writing all those other reviews had also made me deeply conversant with the history of the comp, which became increasingly helpful, as more and more comp games seemed to be in conversation with their predecessors. This certainly happened on the stylistic level — for example the “pure puzzle game” flavor I’d identified in previous years’ games like Colours and Ad Verbum continued in 2002 with games like Color And Number and (to a lesser extent) TOOKiE’S SONG. Koan was a tiny puzzle game in the spirit of In The Spotlight or Schroedinger’s Cat. Janitor was a cleanup game like Enlightenment and Zero Sum Game.

Dialogue with previous IF also happened at the thematic level — A Party To Murder called straight back to Suspect, Coffee Quest II to Little Blue Men, and so forth. Finally, at the most abstract level, games like Constraints clearly functioned as meta-commentary on the medium itself.

Knowing the domain as I did helped me to feel like I could be a good teacher for newer authors. But even better, closely examining my reaction to a game and explaining it to myself by writing about it, especially informed by a long history of doing so, was the very best way of being a student. The great thing about the IF comp is that it provides such a wide variety of approaches, so in getting analytical about my own responses, I can understand what works and what doesn’t work across a whole range of styles. Particularly helpful were games like The Temple, whose approach inspired my own future work.

2002 was my third time as a competition entrant, and much to my amazement, my first time as a winner. I was genuinely shocked to win the competition — I really did not think my game was the best one. (But who am I to argue with the judges? 🙂 ) My own favorite game of the 2002 comp, by a pretty wide margin, was Till Death Makes A Monk-Fish Out Of Me!. In my meta entry about the 2001 comp, I stupidly asserted that my not reviewing All Roads because I’d tested it was “the first and only Comp where I didn’t review the winner”, but of course this is not true! I didn’t do so in 2002 or 2004 either, because my games were the winners.

Besides Another Earth, Another Sky, the only games I did not review were Buried! and Castle Maze, because they were withdrawn and/or disqualified.

I posted my reviews of the 2002 IF Competition games on November 15, 2002.

Colours by J. Robinson Wheeler as Anonymous [Comp01]

IFDB page: Colours
Final placement: 32nd place (of 51) in the 2001 Interactive Fiction Competition

Colours comes out of an IF impulse I’m starting to recognize. The game has no interest whatsoever in story or characters, and instead uses the tools of IF to build a large, complicated, inhabitable puzzle. If Games Magazine had an interactive edition, this game might be included. I think it shares a kinship with games like Ad Verbum, or the less satisfying Schroedinger’s Cat, but I’m not sure what to call games like these — perhaps “plotless IF”, since they’re so unconcerned with telling a story.

I don’t think that quite covers it, though. Even the venerable Zork series could be considered plotless IF, given that its PC is a complete cipher, and that the game’s skeleton mainly exists to support a variety of clever puzzles, but I don’t think it’s in quite the same species as something like Colours. For one thing, one of the pleasures of Zork (and its imitators) is the wonderful landscape descriptions provided throughout. That’s in stark contrast to this game, where most of the rooms (at one point or another), are described along these lines:

Clear Room
The walls of this room are made of a sheer, shiny substance that is
neither wood nor metal nor plaster nor plastic. They have become
completely transparent. Exits lead north, east, south and west.

There’s a kind of purity to this aesthetic that Zork doesn’t even approach. It’s as if the game wants to provide the barest possible structure on which to hang its puzzles, and the puzzles themselves tend to be rather abstract exercises in pattern-matching. There’s another difference too: Colours (and games of its ilk) offers a cohesiveness that’s absent from more freewheeling games like Zork. The entire gameworld hews to a unified set of rules, and the puzzles tend to be variations on a theme — in the case of this game, that theme is (you guessed it) colors. (Well, there’s also a word theme, but that’s subservient.) This is the sort of genre to which Colours belongs, but I really need to come up with a name for it so that I don’t have to spend a paragraph each time I find one. Suggestions welcome.

Because I come to IF looking to be immersed in a story and a setting, These Sorts Of Games aren’t exactly my cup of tea, but I can still enjoy them when they’re done well. Once I recognize that the crossword has utterly defeated the narrative (in Graham Nelson’s terms) and adjust my expectations accordingly, I’m ready to indulge in the pleasure of pure puzzle-solving. Of course, what that means is that an entirely different set of expectations falls into place. Games whose sole purpose is their puzzles had better provide interesting challenges, problem-free implementation, and clear solutions in case I get badly stuck.

On many counts, Colours doesn’t disappoint. I found its puzzles entertaining for the most part, and found no errors in its prose. On the other hand, I also encountered one serious flaw that drastically reduced my enjoyment of the game. Without giving too much away, the problem is that there are some game states where crucial items appear to have vanished, when in fact they are present but totally undescribed. This sort of environment manipulation is a big no-no in IF — I’m relying on the text to present an accurate picture of the world, especially in pure puzzle games (hmmm, “pure puzzle games”… might work.) When it doesn’t, an element critical to pleasure in puzzling has disappeared.

I went through Colours twice, because due to the apparent absence of vital items, I thought the game had closed itself off without warning. When I encountered the same problem a second time, I trundled desperately over to ifMUD, where someone kindly told me that the items really are there, contrary to what the descriptions might have me believe. As a result of these travails, my experience in playing the game went from being a fun cerebral exercise to being an exercise in frustration.

The other area in which Colours didn’t quite come up to snuff was in the solutions it provided. Two bits of help accompanied the game: some vague hints appear when the player types HELP, and then a complete walkthrough exists as a separate text file. The problem is that the HELP text gives suggestions that are just flat wrong. In fact, for those who haven’t yet played the game, here’s my advice: ignore what the help text tells you to start with. You don’t yet have to tools to deal with that. Instead, start with exploration, and with a close look at the text on the game’s accompanying jpg image.

Then there’s the walkthrough, which is very helpful on some points, and not at all helpful on others. The walkthrough’s approach is to explicate the concepts behind the game, and to tell how to accomplish the puzzle goals, but not to provide a step- by-step solution. Consequently, due to the “hidden items” problem described above, I found myself staring at the walkthrough and thinking, “but how am I supposed to do that?” I certainly understand the impulse not to just lay everything flat in the walkthrough — I didn’t even provide a walkthrough with my own comp entry, a decision I’m beginning to fret about now — but the danger in not laying out a stepwise answer is that if there are problems in the game itself, the walkthrough becomes pretty useless. Luckily, this problem probably won’t be very hard to fix, and if Colours sees a post-comp release, it will probably end up as an enjoyable puzzle-box for those who like that kind of thing. In its present incarnation, however, I found that its charm faded quickly into confusion.

Rating: 6.5

Ad Verbum by Nick Montfort [Comp00]

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

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

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

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

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

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

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

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

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

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

Rating: 8.6

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

Ahem, awesome! Author accepts an appealing award affably.

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

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

Accolade and adventurer appreciation authentically affects author.

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

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

About my 2000 IF Competition Reviews

By 2000, the Comp had become the center of the IF community, for good and for ill. The good: artistic achievement continued to explode outward in every dimension. Comp00 delivered a bumper crop of stunners. I rated 7 (of 51) games a 9.0 or above, more 9.x scores than I’ve given any set of comp entries before or since. Those games came up with delightful variations on the Infocom themes, haunting new versions of old cliches like the one-room game, and writing that was simply fantastic. October of 2000 was an awesome time to be an interactive fiction fan, as your hard drive could suddenly fill up with one incredible experience after another.

Even the games that weren’t roaring successes were often bold experiments. This was the year of the breathtaking attempt, like Ad Verbum‘s astonishing linguistic gymnastics, Being Andrew Plotkin‘s POV shenanigans, or, gods help us, a full text adventure recreation of, and expansion on, Return To Zork. There was comedy (very hard to do well in IF), there was dada, there was brilliant subversion. There was even a game that tried to reverse the roles of the player and the writer! This year also saw the first comp entries by future winners (and all-around rock stars) Emily Short and Jon Ingold.

Basically, because the IF Comp had acquired a reputation for producing excellent games, it garnered a lot of attention, and because it garnered a lot of attention, people kept funneling their best work toward it. This attention economy had a dark side, though, which is that people also began to exploit the focus and feedback that the Comp generated. We’d seen some of this before, but the trend really accelerated in 2000, as people threw in “games” that were really more like pamphlets, or protests, or proselytization.

Combine with this the fact that there were no less than fifty-three games entered, to be judged over a six-week period. I reviewed 51 of those games, skipping over Happy Ever After and Infil-Traitor, which had known bugs required recompilation before the games were viable.

Consequently, my patience strained and then snapped when I was presented with games that weren’t really games at all, but rather (as I viewed them) abuses of my time, purchased with the general good will of the IF Competition’s overall reputation. In addition, I had (and have) zero time for obnoxious snipes at development systems or community members, disguised as comedy. Homebrewed games continued to bedevil me, and there was a new development system on the scene (ADRIFT) whose UI was cool, but whose parser was not up to snuff. And oy, do I ever want people to learn the difference between its and it’s.

Deadline misery was entirely self-created, though. Looking back, I’m rather astonished that I played 51 games and wrote 51 reviews in the course of six weeks. It’s easy to see why I stopped doing that once I became a parent. It’s harder to see how I ever did it at all.

I originally posted my reviews for the 2000 IF Competition games on November 16, 2000.