WackyComp reviews [misc]

[I posted this in April of 1999, and it pretty much explains itself. I will note, though, that I was partly wrong in my conjecture of who wrote the games. Lelah Conrad was indeed one of the authors, submitting Knot To Be Undone as “Jess Kiddon”. The other author was Stephen Griffiths, who wrote Skipping Breakfast as “Dunnin Haste”.]

Last year, Lucian Smith had this idea. He thought it would be cool to have a “mini-comp”, where a bunch of people wrote games based on the same initial premise. There would be no prizes, but there would be voting, and rankings. So he announced his idea (actually, in the announcement, he attributes the idea to “someone on the ifMUD“, but in the absence of that anonymous genius, I’m giving Lucian the credit) on rec.arts.int-fiction, and generated quite a bit of enthusiasm.

Unfortunately, when he announced the premise and the rules around it, they were so amazingly specific, picky, and difficult to achieve, that he only ended up getting four entries, some of those after his deadline. If the voting or the rankings ever happened, I never saw it. He tried to scale back expectations by announcing a “micro-comp” (“Submit one or two scenes from a mini-comp entry!”), but by then it was too late: apparently the contingent of possible entrants wanted their mini-comps to really be mini. The main result of Lucian’s backpedaling was to produce a proliferation of goofy “meta-comp” ideas, each of which seemed to somehow incorporate all the others that preceded it.

Into this morass waded Adam Cadre, who had a simpler idea: write a short game that involves, in some way, a chicken crossing a road. It was dubbed the Chicken Comp, and it was a big success, garnering 19 entries, most of which were good, and many of which were wonderfully, hilariously funny. I still crack up anytime I recall Rob Noyes’ The Lesson of the Chicken, with its memorable piece of monologue, “Ah, Wang Chung. Everybody will have fun tonight.” The chicken-comp games were the highlight of the summer, and set the stage nicely for the established IF comp in the fall. There was still no official competition between the games except, as Cadre put it, the inevitable “discussion of which ones r001 and which suck.”

So along comes spring 99, and suddenly mini-comps are popping up like mushrooms. There was the Xcomp, for paranormal games, the I-Comp, for games without an inventory, and even the execrable Roadkill Comp, for games that involve dead animals. Most of the spring mini-comps garnered responses which made Lucian’s mini-comp look swamped in comparison, and David Glasser’s WackyComp was no exception. The WackyComp stipulated short games, each based on one of a list of quasi-aphorisms. The list’s contents don’t matter, because there were only two games submitted, both ALAN entries that based themselves on the first choice: “No knot unties itself.” I’ve tended mainly to review competition games, not spending much time on mini-comps, but the author of one of the WackyComp games asked me to take a look at the two entrants and provide a little feedback, so here it is:

The shorter of the two entries is by “Jess Kiddon” (another of the WackyComp’s conditions was that its authors don’t use their real names on their submissions), titled Knot to be Undone. The title is one of the game’s many puns on the word “knot.” This is not to suggest that the game is a huge mass of puns — it’s not a huge mass of anything. I’d be shocked if anyone spent more than 10 minutes solving this game. There is virtually nothing to do except for the actions to win the game.

You play Weava Knottersdaughter, professional knotter, though really what this means is that you’re a professional detangler — the “knot shop” where you work offers a knot-untying service. Anyway, in walks “the Body Adventura”, a stock adventurer type whose cryptic name, as far as I can determine, is a really strained pun on the name of Minnesota’s governor. He’s gotten himself stuck in a knot and your job is to untangle him, or better yet keep him entangled and somehow become the Body Adventura yourself. Luckily, this is no trouble, and then the game ends. That’s it. This is about as “mini” as a game can get, and still be considered interactive fiction. For what it is, it’s fine, but rather unsatisfying, kind of like eating just one potato chip.

A rather more substantial entry is Skipping Breakfast, by “Dunnin Haste.” In this game you’re a rabbit (though this is not immediately clear unless you examine yourself), who is tied to a tree and about to become a wolf’s breakfast. The wolf is off gathering more wood for the campfire over which he plans to cook you, so now’s the time to make your escape. Unfortunately, there’s the small matter of the knotted rope which binds you to the tree — you can’t untie it, and it won’t untie itself. Or will it?

This game’s puzzles are fun and rather clever, despite the fact that there’s a bit of “guess-the-noun”, and that the conversation syntax is sometimes too restrictive. The writing is charming, and the nature of the puzzles is quite well-integrated with the game’s fairy-tale atmosphere. Though it’s not quite as bare-bones as Knot, Breakfast is still a very brief game, with three points to be scored, relatively few objects, and only one location. That’s OK, though. It was fun while it lasted.

Both games are written and coded pretty well — I found neither bugs nor spelling/grammar errors in either one, though in both there was a real paucity of synonyms. Moreover, they both adhere faithfully to the concept behind the WackyComp, and work creatively within its confines. Neither succumbs to cliché, and both were fun. My main complaint is that each one (though Knot more than Breakfast) is over almost before it begins, but I suppose that’s the nature of mini-comps. Perhaps these tiny games could become preludes to fuller versions — I wouldn’t mind playing the sequel to either.

It’s also nice to see the ALAN language gaining some devotees, and perhaps one of these authors (whose identities are pretty clear from their choice of language and their postings before the WackyComp — nice job Mikko and Lelah) will be the one to write a major game which really shows off the language’s capabilities. It seems to be the pattern that IF languages only gain a significant following once a really well-done game has been completed in the language, like Inform‘s Curses or TADSUnnkulia series. Now that’s a knot that won’t untie itself, but the nimble fingers of the WackyComp authors may be just the ones to unravel it.

SmoochieComp reviews [misc]

[Also in 2001, I was asked to judge a minicomp organized by Emily Short. It was a SmoochieComp, themed around love and romance. Like PrologueComp, I’ve added names where authors submitted pseudonymously. Unlike PrologueComp, the entrants were proper games, albeit small ones.]

These SmoochieComp reviews are written in a similar style to my reviews of games from the Fall Competition, but their ratings are structured a little differently. Since the SmoochieComp doesn’t ask participants to rate the games on a scale of 1 to 10, I decided instead on a scale of one to five smooches, similar to the star scale used by many movie reviewers. Turns out most games huddled around the middle of that spectrum — the lowest rating I gave was two smooches, and the highest rating was four smooches. Still, the quality index was satisfyingly high, especially for a mini-comp, since these often tend to generate games that are playable in ten minutes and feel like they were written in thirty.

As I did for the Comp00 games I played, I’ve held onto the transcripts from my interaction with all SmoochieComp games (except Bantam, whose environment didn’t allow scripting.) I’ll happily send the appropriate transcripts to any author who emails me a request. I’ll probably delete all of these around March 15, so don’t delay.

Finally, these reviews are presented in the order in which I played the games. I ran a little randomizer to determine what this order would be, and strangely, what it came up with differed very little from alphabetical order, Oh well, that’s randomness for you.

And now, on with the reviews…

1981 by Adam Cadre as A.D. McMlxxxi

Urgh. This game puts me in a tough spot. It’s a small piece, with an important twist, and it’s very difficult to talk about without spoilers. In fact, most of the things I can think of to say about it necessarily involve spoiling the surprise. However, I am committed to writing this entire review without giving away the secret — we’ll see how it goes. 1981 puts you in the shoes of an apparently lovelorn young man who has cashed in some stock money to travel to the college town where the girl of his dreams resides. At the outset of the game, you stand outside her dormitory, decked out in new jacket and new boots, clutching a sheaf of poems you’ve written for her and trying to get up the nerve to walk up to her door. At this point, the game teeters on a fine line, and the player can’t be sure whether it’s going to tip towards a cute story of shy college sweethearts or towards a Moment-of-Hope-like tale of unrequited affection.

As soon as you go to the door or read the poems, 1981 careens over the precipice into a tale that not only deals with unrequited affection, but the darker themes of obsession and even insanity. The game gets these themes across in lots of different ways, from the subtle to the blatant. For the latter, we have the poems, which teem with disturbing images and buckets of adolescent angst. Lines like “Regardless of the laughter of children/ I cannot continue to pretend/ I cannot continue to live” sound like a teenager trying to imitate The Cure, but other poems mention psychiatric visits and murder, clueing us in that something that something more serious than pimply puppy love is at stake here. On the more subtle side, there’s the first room description:

New Haven, Connecticut
New Haven. The worst place on earth. The town is dirty and industrial, the students are sloppy, everything is horribly expensive. And you had to cash in $3600 of your stock to get here. But it was necessary. Four years at this place is enough to ravage anyone. You have to rescue her, your first true love.

Her dormitory lies to the north.

The game’s encapsulation of all New Haven into a few desultory, derogatory sentences demonstrates the PC’s creepily jealous disdain for the world surrounding his would-be lover, and his contrasting focus on her dorm building reveals his single-minded obsession.

From this point forward, 1981 straitjackets the player into its plot, offering no choices at any point, or at least not any which allow any alteration of the storyline. This lack of interactivity gets particularly chafing when the PC is such a disturbed and disturbing individual, but the PC’s nature also offers a rational justification for such linearity. If Alex in Rameses suffered from Social Anxiety Disorder, the PC in 1981 is in the grips of full-blown psychosis. The writing and pacing of the game, as well as the elements it includes, deftly outline the boundaries of this illness, and the effect is chilling. By putting the player into such a twisted mind, 1981 sheds valuable light on its subject; standing beneath that light is a deeply uncomfortable experience — even more uncomfortable than trying to write an entire review of the game without giving away its secret.

Rating: Four smooches

August by Matt Fendalheen

In the “about” text for August, the author claims that he learned Inform and coded the game in the space of seven days. Usually this is the sort of thing I dread hearing at the outset of a game, since it almost always signals that the experience I’m about to have is will be an unpleasant one. Indeed, the game’s own notes profess it to be “a horrid, malformed, wretched, crud-eating wreck of a failure.” With this kind of pep talk, it was hard to keep my hopes high, but when I started playing, I was pleasantly surprised. The game is written in a florid High Fantasy tone, but the writing worked for me, and I found it rich and involving rather than overblown and annoying. In addition, I came across no outright bugs in the coding, which was a relief. Finally, the character interaction… well, I’ll get to that in a minute. Let’s just say that if the author learned Inform and wrote this game in seven days, it must have been one hell of a week. Then again, perhaps those claims were just meant to keep my expectations low so that I would find the game’s achievements all the more impressive. If so, it worked. Hooray for the Low Expectation Theory.

The game’s story is of a warrior lord, Hakuin Ikthanadar, returned home from a great victory in which he killed the most dangerous enemy of the realm. He is attending the annual Feast of August in order to fulfill a promise he made to his beloved Rosalyn, and as the game begins we find him searching the revel for signs of her. As time progresses, August deftly unfolds more information about the victory, the enemy, the feast, and Rosalyn herself, mixing flashback, dialogue, and description to weave its story. I was pretty impressed with the way this was done, and the most impressive part was the centerpiece of the game, an extended conversation with a key figure in the plot.

The game uses the standard ASK/TELL conversation model, and the instructions warn that subjects should be limited to one word — “ASK CATHBAD ABOUT UNDERWEAR will get you somewhere… while ASK CATHBAD ABOUT HIS UNDERWEAR will not.” I was ready for this to feel pretty restrictive, especially when the questions I had were very difficult to encapsulate in just one word. However, I frequently had the uncanny sensation that even though my language was amputated, the game was able to figure out exactly what I meant. For example, I wanted to ask the person why she had come to the feast, but all I could type was ASK HER ABOUT WHY. Imagine my pleasure when the game displayed this text:

You extend your arm, keeping her distant in the motion of the dance.
“Why did you come here?” you ask. “I doubt you were invited.” Or welcome.
“I go where I will.” she states, lifting her chin defiantly. “If these perfumed cattle object to my presence, they can leave.” She swings about, pulls herself close to you again.

Even better, when she returned the question, I was able to TELL HER ABOUT ROSALYN, and the game understood exactly what I meant. I’m not sure whether the game’s ability to predict what I was thinking came from its precise coding or its precise writing, but every time it happened, I was made very happy.

Sadly, for every time something like that made me happy, there were two times that the game disappointed me. None of them were crashing disappointments, but each one made it a little easier to believe that the game really was done in a week. Something is described as happening to the east when I know it’s actually to the west. Something is mentioned about the PC’s right hand that is really about his left hand. Its/it’s errors. Sometimes August can’t even seem to make up its mind about how the names of its own characters and places are supposed to be spelled. Basically, the game just needs a good round or two of proofreading and betatesting, because even though it’s solid at its core, its surface is badly lacking in polish. In the author’s lengthy introduction, he implies that he’s ready to write this game off as a failure and move on to his next piece of work. I hope he reconsiders, at least enough to clean up the basic errors in August, because once it’s been refined a little, this will be an enjoyable work of IF with some extremely satisfying moments.

Rating: three and a half smooches

Even Bantams Get The Blues by Eric Mayer

If there was some kind of meta-competition for writing games that fit into as many parameters as possible from past mini-comps and themed releases, Even Bantams Get The Blues would make a perfect entrant. This is a Frogger-style game about a lovesick chicken (with no inventory) who must cross a road to find emotional release. See what I mean? It’s got the chicken from the ChickenComp, the Frogger theme from the IF Arcade, and of course a bit of romantic backstory so that it actually fits into the SmoochieComp. I’m not sure if the lack of inventory was an intentional reference to that mini-comp, but the chicken certainly isn’t carrying anything (well, not really, anyway). All it needs is a toaster, a dinosaur, a dragon, and some aliens to complete the picture. Ironically, the romantic element feels pretty tacked-on, so the game’s least significant element is the one that pertains to the comp in which it was actually entered, but hey, I’m not complaining.

Unlike the other two SmoochieComp games I’ve played so far (1981 and August), this one is pretty lightweight (or should I say bantamweight?) There is very little freedom available, even less than in the original Frogger, really — this chicken can’t even change direction. The game only allows travel to the north, so cars and trucks can’t be dodged by backpedaling or sidestepping. Then again, the Frogger element is completely deterministic, so winning is still pretty easy once you’ve recognized the pattern.

However, there are some pleasures to be found beyond the simple task of conquering the road-crossing ordeal. For one thing, Bantam offers a LITERARY mode alongside its default ARCADE mode. This mode offers plenty of fun little Easter eggs; for example, if you type “X ROAD” in ARCADE mode, you get an extremely terse key to the game’s ASCII graphics:

A road ... trucks == cars +.

However, in LITERARY mode, “X ROAD” yields this:

The four lane highway. before you is a breathtaking sight, a vast smooth expanse of night-black asphalt, flecked in spots with some trace of mineral that sparkles with a star-like effulgence in the brilliant sunlight blasting down from the cloudless blue dome of the overarching heavens.

And it goes on like that for an extremely long paragraph. Actually, I should say that there are Easter eggs to be found in both modes, and part of the fun is seeing the differences between them — the sensation reminded me a bit of the differences between the two modes of alien speech in Stephen Granade’s Arrival. The game also suggests that there are several ways to win besides crossing the road, though I didn’t find any of them. (I did find some amusing ways to lose, though.) Bantam probably won’t occupy your attention for too long, but it’s good fun while it lasts, and if you’ve enjoyed a mini-comp in the past few years, it’s probably got something to appeal to you.

Rating: three smooches

Pytho’s Mask by Emily Short

Believe it or not, here’s another large, impressive Inform game that the author claims was written in a week. Like August, the other game in this category, Pytho’s Mask takes place in a fictional kingdom, at a large gathering whose purpose is to celebrate a cyclical occurrence. The party in Pytho’s Mask is called The Celebration of the Night of the Comet, and the astral event it marks occurs only once every hundred years. When it does, the forces of stability in the kingdom are at their weakest. This concept is of a piece with the astronomical imagery used throughout the game: the king represents the Sun, and he is served by a Moon Minister and an Earth Minister. What’s more, he is currently being eclipsed by a mysterious illness that could allow insurgent forces to exploit his Comet-induced vulnerability. The PC is charged with investigating the illness and protecting the king.

The setup worked wonderfully for me, and the writing was, predictably, a pleasure to read, infused as it was with Short’s gift for evoking dazzling scenes through terse, elliptical language. The use of such fundamental symbols as the Earth and the Moon felt a bit reminiscent of books like Mark Helprin’s Winter’s Tale, and as in that book, the imagery helped give the setting a magical feel without explicitly invoking any particular supernatural occurrences.

The other important thing about Pytho’s Mask is its experimental conversation system. The game eschews the ASK/TELL interface that Short employed so effectively in Galatea, opting instead to offer a menu-based system… with a twist or two. The first innovation is that all of the menu options reside in the status line, and all players need do at the prompt is to type the letter (A, B, C, D, etc.) corresponding to their selected menu item. This removal of menus from the main window makes the transcript read a bit more like a dialog, though it does divorce the entries at the prompt from all context. The other unique aspect of the conversation system is that if none of the menu options offered seem right, the topic can be changed. As the game explains it:

So for instance if your options listed at the moment are all vapid remarks about fashion and you would rather say, “Pass the Stilton, please,” you might try >TOPIC CHEESE. >TOPIC does not cost a turn to use, so you can explore a number of topics if you’re looking for something specific to say.

The great strength of this system is that it combines the freedom and openness of the ASK/TELL system with the more realistic dialogues permitted by menu-based systems. This combination makes it powerful, but as Spider-Man says, with great power comes great responsibility, and this game doesn’t always live up to its responsibilities. Several times, I found myself presented with options that seemed inappropriate, if not downright nonsensical, and from time to time the replies fit this description as well. Moreover, there were instances when the conversational menus didn’t seem to keep up with the plot; when I encountered the masked man after he had already confessed his identity to me, one of my options was “Are you going to tell me who you really are?” “Not yet,” he said. Indecisive fellow.

A number of little warts like this tarnish what would otherwise be an outstanding game. Some, such as those described above, were continuity problems, while others came down to a lack of robustness in the interface. The worst of these was an unfortunate guess-the-syntax problem at a critical moment, which rather wrecked my immersion in the game’s climax. Finally, Pytho’s Mask occasionally shares a problem which plagued Short’s acclaimed comp game, Metamorphoses: there are a couple of moments where the game executes a series of unprompted “hit any key” pauses, and since I’m usually already typing the next action, I would end up startled to discover that reams of text were flowing by me unexpectedly.

Still, these blemishes are probably attributable to the fact that the game was done in a week, and even with them, Pytho’s Mask is immersive and highly entertaining. There are a couple of wonderful swashbuckling moments, and the PC’s propensity for sneaking around, bribing servants, pumping NPCs for information, and getting into romantic entanglements made for an immensely enjoyable playing experience overall. If you’re the impatient type, it won’t be a big problem for you to dive into Pytho’s Mask as it stands. However, if you’re a fan of Emily Short, or if you want the best playing experience possible, I’d advise you to wait. Short has an excellent reputation for fixing bugs and adding improvements to her games, and once this one has received that treatment, it will be a terrific slice of romantic adventure.

Rating: four smooches

Sparrow’s Song by J.D. Berry

What becomes apparent is that J.D. Berry has a talent for creating fictional universes. Sparrow’s Song is the third game he’s entered in a competition, and it’s the third time he’s given us a fresh, interesting setting, replete with its own culture, people, and idiosyncrasies. His Comp99 entry, Jacks Or Better To Murder, Aces To Win, revolved around a rigidly hierarchical religion of Berry’s devising, one in which Machiavellian scheming was the norm and the highly-ranked PC was always on guard against assassination attempts. The Djinni Chronicles, from Comp00, contained an intricate magic system to explain the motivations and capabilities of magical spirits summoned from bottles, lamps, and suchlike.

Now we get Sparrow’s Song, with another new set of characters and situations. Some of the stuff is fairly standard-issue fantasy: the PC is Baron of a sorta-medieval keep, and in his travels may encounter nymphs, rocs, or the occasional pegasus. However, the predictable elements are spiced with some intriguing personal relationships and a refreshing lack of ethereal elevation in the dialogue. Take, for example, your servant’s response when asked about a treaty:

“Where’s you head today, Kellen? The Ronqons? You know, the giants that live in those mountains over there? The giants who have strangled overland trade for the past, oh, 500 years? Yeah, those. If you agreed to their terms of peace, you were supposed to have that treaty to them today. I guess it’s water under the bridge now, Baron von Pocket Veto.”

The game is entirely unafraid of such anachronisms, and as a result much of the dialogue (typos aside) escapes the stale feeling of some fantasy games. On a similar note, did I mention that this game can be really funny? This game can be really funny.

In case you’re worried that there isn’t some funky new system to experiment with, never fear. It’s just that this time the system isn’t part of the setting, it’s part of the interface. That’s right, it’s yet another new approach to conversation. Similar to Pytho’s Mask, this game’s system allows the player to choose the topic of conversation, in this case by typing the topic followed by a question mark, such as “love?” However, Sparrow’s Song streamlines the idea somewhat, eliminating the element of multiple-choice lists, and instead simply taking the topic and running with it. Topics aren’t addressed to any particular person; rather, conversation is directed at whoever happens to share a location with you. Handily, the game makes sure that you’re never with more than one conversation-worthy entity at a time. There are also plenty of times when the game will simply reject a suggested subject, saying something like “You’re not so dense as to bring up THAT topic.”

Finally, the verb “TOPICS” is provided, which will always bring up one to three possible topics, and also functions as a kind of just- barely-a-hint-system. Sometimes this scheme worked perfectly, especially when an NPC mentioned a topic I’d never heard of (like “Ronqons”) and I was able to say “Ronqons?” at the prompt. That interaction felt much more natural than most NPC conversation in IF, mainly because I was able to type exactly what I would have said if I were really in the situation. The rest of the time, it alternated between feeling like an abbreviated ask/tell system (where I’m able to just type “TREATY?” instead of “ASK ARCTOS ABOUT TREATY”) and feeling like a more focused version of the Lomalow “ask me something twelve times to hear all I have to say about it” system. The pleasant writing relieved the tedium of these latter moments somewhat, but only somewhat. On the whole, the conversation system felt like a noble experiment that garnered mixed results.

The same can be said of the story in general. The initial hook is great: you awake to find a sparrow sitting at your windowsill. After regarding you for a few moments, the sparrow begins to sing, and in that magical song it communicates to you that there is someone who loves you, and that she sent this sparrow to reveal her feelings. The song touches something pure and deep inside you, and you find yourself instantly in love with the person who sent the sparrow, pledged to finding her and beginning a life together. From this promising beginning, the game fans out to encompass several different NPCs, each of whom can help you in varying ways, many of which overlap or constitute decision points. One thing that’s clear is that there are multiple paths through the game, and perhaps multiple endings as well.

I was only able to complete one path, since the other two I found both led to a puzzle I was unable to vanquish, so I only found one ending. That one felt rather abrupt and unsatisfying to me — it failed to tie up several loose ends from the plot, and it also seemed to leave the protagonists in a rather precarious situation, with not much hint of how they would move beyond it into some kind of peaceful denouement. I wonder if Berry simply ran out of time to implement the more gradual buildup he might have been planning, and was forced instead to tack on a quick-and-dirty closure. Whatever the reason, my relationship with Sparrow’s Song felt, in the end, like a love affair that began tenderly and showed great potential, but finished bittersweet.

Rating: three and a half smooches

Dead of Winter by Gunther Schmidl as Christina Pagniacci

Dead of Winter is a tiny game, an interactive vignette, really. The basic plot is that a mysterious being known as The Ice Queen has kidnapped your boyfriend Saul, and you want to get him back from her. She sends you on a quest that encompasses maybe half a dozen locations, and when you return, you find out whether or not your efforts were successful. There are a few decision points along the way, but it wasn’t particularly clear to me how the decisions related to which ending I got. Some paths where I made what would seem to me to be some wrong choices ended up with what appeared to be a winning ending, while the path that seemed most right led straight to an ending that felt quite suboptimal. Then again, even the “winning” ending had a sneaky little twist at the end, so it’s hard to say which ending is really the better one. The twist had some punch to it, but felt a little overly familiar at this point, similar devices having been used in other recent games. Also, it was a little confusing that the twist was only used in one of the endings, since it tries to impose a retroactive perspective shift on the entire game.

There were a number of pleasant things about Dead of Winter. It was entirely free of bugs, as near as I could tell, which is always a big plus. In addition, the writing was grammatically correct, something that makes a game feel more immersive to me. Finally, the game employs some special effects with timed display and colors in its title sequence. These effects definitely help to set the mood — I first started playing in WinFrotz, but quickly switched to DOS Frotz and was happy I did, since the black and grey color scheme selected by the game deepened the general atmosphere of chill and desperation.

Dead of Winter is over almost as soon as it begins, so perhaps it’s understandable that I didn’t feel particularly grabbed by it. It’s a sketch rather than a full painting — sparse descriptions, short plot, few objects and unresponsive NPCs. On the whole, it felt like a first attempt at writing IF, and assuming that the author’s name isn’t a pseudonym, a first game is probably what it is. As such, it’s not an unsuccessful effort. When I reached the end, I didn’t want my ten minutes back. In fact, I was looking forward to the author’s next effort, with hopes that it has a little more meat on its bones.

Rating: three smooches

Second Honeymoon by Roger Ostrander

Here is a SmoochieComp game that doesn’t implement the verb “kiss.” That about sums up Second Honeymoon, a well-intentioned effort that fails due to sparseness of implementation, dull design, and multiple errors. For a sample, consider this excerpt from the game’s opening text:

You’re a successful computer programmer, enjoying his fifteenth year of marriage to a wonderful woman. […] You announced your plans to your surprised wife two days ago: a secluded lakeshore cabin, away from the hectic rural life you usually lead.

Unless the PC is a programmer for a big farming outfit, or is telecommuting somehow, I’m thinkin’ that last sentence wants to be about his hectic urban life. Stuff like this is scattered throughout the game. There’s a room description that mentions an exit to the north, but attempts to go that way meet with no success. Conversely, there’s a room whose description never mentions the important fact that there’s an exit to the east. I only found it due to my obsessive-compulsive playing style, which entails trying every single direction in every single room (a style, I might add, that evolved as a response to games such as this one.)

It’s not that this is a terrible game. It’s sweet, and has its heart in the right place. But after playing all the other games in the SmoochieComp, I’ve come to expect a little higher standard of writing and coding, and I’m looking for a plot a little more interesting than the one this game gave me. Basically, the idea in Second Honeymoon is that you’re getting ready for a vacation with your wife, and you need to go around the house and get some various items to take with you, like your camera, your swimsuit, etc. Visiting some places, or performing some actions, will remind you of other items you need. When you’re finished packing, you win. Probably the neatest part of the game is that it maintains a dynamic packing list that keeps track of items added and items fetched. It’s similar to the list carried by the PC in the first part of Firebird, though a bit less slickly implemented.

If you’re beginning to think that Second Honeymoon is one of those games that asks you to wander around a suburban house (the layout of which is very probably modeled on the author’s own home) and do fairly quotidian things, give yourself a gold star. There’s really only one puzzle to solve, and that one so trivial that it shouldn’t slow down anybody who’s ever actually lived in a suburban house. Really, pretty much all of the items you’re looking for will be just laying around on the floor waiting for you when you enter the right room. Then all you do is scoop them up and give them to your wife, who serves as this game’s equivalent of the Zork trophy case. That’s about all she does, too — asking her questions or trying to be affectionate with her will get you nowhere. If what I’ve described sounds like your cup of tea, give Second Honeymoon a shot. If not, why not put some effort into your real-life relationships?

Rating: two smooches

Once and Future by G. Kevin Wilson [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2002.]

IFDB Page: Once and Future

Swords and Sledgehammers

Note: This review contains minor spoilers.

If we wanted to make a short list of the people who had a major impact on the course of 1990’s interactive fiction, who would we include? Graham Nelson, Mike Roberts, and Kent Tessman would have to be in, for creating the major development systems (and, in Nelson’s case, a couple of major games) of the decade. Adam Cadre and Andrew Plotkin would make the list, for contributing some of the most important games of that period and, in Plotkin’s case, for crucial technical innovations as well. We can’t forget Volker Blasius, Dave Baggett, and David Kinder for founding and maintaining the IF Archive. And there’s one more name we couldn’t leave off: Gerry Kevin “Whizzard” Wilson.

Kevin contributed lots of things, all of which have their roots in his boundless, unstoppable enthusiasm for IF. He founded SPAG, the IF review webzine that I now edit. He organized and ran the first IF competition, and shepherded it through its first few years, as it became one of the most dominant forces in amateur IF, as well as one of the engines powering the IF Renaissance we currently enjoy. He labored to make Activision realize the value of the Infocom properties they own, and as a result brought some fascinating internal Infocom documents into public view, and brought paychecks and publication to the winners of the first IF Comp. He gave us one of our legends, too. I refer, of course, to Avalon. Avalon was the game that Kevin announced in 1993, estimating it’d take a month or two to finish. Two months turned into six, into a year, into many many years. The game seemed to be Kevin’s bête noire, the place where his enthusiasm was an anchor instead of a sail. That enthusiasm led him to keep expanding the game, perfecting it, adding more and more, while at the same time hyping it relentlessly in his every Usenet post, of which there were quite a few indeed. “Avalon” became synonymous with “overhyped vaporware.”

Then, in 1998, it happened. Avalon was released, albeit retitled Once And Future (OAF), since the name “Avalon” was already trademarked by another game. The trademark mattered, because the game was released commercially, the first pure text adventure to claim that distinction since the Infocom era. The company behind this venture was Cascade Mountain Publishing (CMP), run by Mike Berlyn, former Infocom Implementor. OAF was CMP’s flagship product, a thirty-dollar game touted as the return of “quality interactive fiction.” The story from here gets short and sad, for CMP founders rather quickly and tanks quietly, in the process apparently torpedoing the release of the Inform Designer’s Manual (4th ed.) for a good long time. While sales figures for OAF have never been released, it clearly never took off. Finally, on April 1st of 2001 (with no apparent irony), OAF is released as freeware.

I was one of the people who bought the original, thirty-dollar package. In fact, due to a CMP blunder, I actually received two copies, the second of which I gave away as a prize in last year’s comp. But for whatever reason, I never quite got around to playing it until now. When I finally did play the game, the weight of its history and its hype couldn’t help but burden the experience. It’s impossible to say how I would have viewed OAF had it been released humbly, for free, by an unknown author, but I think my reaction would have been quite a bit different. As it is, I find it difficult not to make this review a laundry list of faults. This game, upon which so much hope was riding, about which we heard so much and for which we waited so long, is far from perfect. In addition, as a commercial product it begs comparison not only to its contemporaries, the graphical adventures of the late Nineties, but also to its Infocom predecessors. Whether these are fair comparisons I don’t know, but OAF suffers by them. In the light of these considerations, I hope to make my criticisms as constructive as possible, and to remember the invaluable contributions of its author, the obstacles that stood in the way of its creation, and the gaming era from which it originated.

In that spirit, I want to focus on some of the things I loved about Once And Future. First of all, that’s a great title, far better than “Avalon.” OAF, for those of you new enough not to already know, is the story of Frank Leandro. Frank is a young soldier in Vietnam who, after sacrificing his life to save his friends, finds himself entrusted by King Arthur to journey through the fairy-tale realm of Avalon, collecting mythically resonant items like Excalibur and the Holy Grail and, finally, traveling through time to prevent a Great American Tragedy. In other words, he travels to the land of Once Upon a Time, at the behest of the man T.H. White dubbed the Once And Future King, in order to obtain One chance to save the Future. Where “Avalon” was a flat description of the landscape, “Once And Future” evokes the game’s genre, its themes, and its literary ambitions.

Those ambitions are important too. Kevin started this game in 1993, a time when serious themes and literary content were the exception rather than the rule in text adventures. He used a heavily characterized PC in the face of rather overwhelming IF tradition to the contrary, and injected that PC’s own distinctive voice into NPC interactions well before Varicella and its ilk. Come to that, he used a gimmick in the very first few moves of the game that feels fresh to us even now, at least according to Shrapnel and No Time To Squeal. I’m not the first to observe that this game would have been considered quite revolutionary indeed had it been released in 1994 (as originally planned). Still, the point bears attention. I suppose it’s the IF writer’s curse that because we most often work solo and our work is so demanding and detailed, there is a tremendous gap between conceiving an idea and realizing it in its finished form, and during that gap any number of things may come along to steal our thunder. It’s no wonder that some IF authors hate to see concepts blithely discussed; I’m of the mind that execution is just as important as concept, but it’s got to sting to see your game’s ideas called old hat, when in fact they may have been stunningly original at the time you first began work.

The best part about OAF, though, is this: it’s fun. The game is genuinely fun for long stretches at a time. It’s a rollicking text adventure of the old school, offering wonderfully open-ended design and puzzles that challenge the mind and care little for how arbitrary they ultimately are. Once And Future‘s love for the Infocom tradition shines through continuously and, at times, the game’s sheer scope and its cleverness manage to hit the same high notes as its predecessors. As literary as it may aspire to be, OAF is a game first and foremost, and, although plenty of critical attention has been lavished on its story and writing, to me the real star of the show is the puzzles. [I’ll be naming several of these by way of example for those who have already played the game, but I don’t think it’ll spoil anything for those of you who haven’t.] There are lots and lots of them, and most of them quite enjoyable. Of course, many of them are rather easy as well, which for me coincides neatly with enjoyability. Freeing Merlin, obtaining Excalibur, and helping the old man are all examples of that pleasant sort of IF puzzle in which there’s an action that makes sense, I try it, it works, and I am made happy. Even some of the tougher ones provided me with time well-spent, like the diamond puzzle and the earlier parts of the Mountain King puzzle.

When the puzzles did go wrong, it often wasn’t because they were too difficult, but rather because the series of steps necessary to execute the solution was long and tedious. A perfect example here is the braziers — the concept is straightforward enough, and a helpful mnemonic is even provided (a very nice touch), but actually carrying out this concept entails a great deal of tedious tromping back and forth and mucking about with fiddly liquid commands. The problem here is that the fun part of puzzle-solving is the actual figuring out — the rest is just follow-through, and if made sufficiently involved, becomes drudgery. The lesson for designers is to keep the emphasis on the former, and make the latter fairly streamlined, or at the very least entertaining in its own right. The worst offender in this category was the business with the blue paste — there isn’t even any figuring out involved, just a lot of mind-numbing inspection of nearly-identical objects.

Another area where the puzzles run into difficulty is bugginess. I suppose that in the technical sense there aren’t any game-stopping bugs in OAF, but having the game actually fail to respond to a command its documentation specifically recommends (ASK MERLIN ABOUT SPIRITS) comes close enough in my book. In addition, the game isn’t free from guess-the-verb problems. In fact, the particular final puzzle I encountered (there are a variety of them, depending on the character’s inventory in the final scene) had me so stumped that I actually went onto ifMUD, found somebody who had a hint book, and determined that I had in fact figured out the right action (an action which was rather nonsensical in itself), but the game hadn’t recognized any of the several commands I’d used to get it across. Once provided with the right verb, I was finally able to reach the game’s ending. It’s just the sort of problem that’s bound to plague a large game, but that doesn’t make it any more excusable.

Okay, clearly I’ve gotten to the part where I discuss OAF‘s flaws, so let me cut straight to its biggest one: the writing. Now, let me be clear about this. It’s not that OAF is poorly written in the way that a Rybread Celsius game is poorly written, or in the way that the games that occupy the bottom third of the comp standings tend to be poorly written. On the contrary, most of OAF‘s prose is clean, error-free and basically serviceable. However, it is punctuated with serious problems nonetheless, not the least of which is its plethora of overwhelmingly maudlin, trite moments. Here’s a sample, from a scene in which Frank sees a Vietnam buddy vegetating in a hospital bed:

>X MARK
"Is this Mark?" you think, as you look into the vacant, staring eyes. His mouth hangs slack, and there are no signs of intelligence. Gone is the sparkle from his young brown eyes. He lies there, wasted and immobile, a monument to man's folly.

Lines like “a monument to man’s folly” and “gone is the sparkle from his young brown eyes” are, I’m guessing, supposed to evoke goosebumps and a solemn nod, but all they elicit from me are groans. I don’t think it’s that I’m so jaded and hardbitten — rather, the lines take a redundant, sentimental shortcut around genuine emotion. I’ve already been told that Mark’s eyes are “vacant” and “staring” — does the point that they’re not sparkling really need to be made? Similarly, making stentorian statements like “a monument to man’s folly” short-circuits any possibility of my reaching that sort of conclusion on my own, and inclines me instead to see the narrative voice as irritatingly grandiose. [By the way, I’ve no doubt that this sort of thing has shown up in my own writing from time to time, and I groan when I see it there, too.]

When the writing isn’t being overdramatic, it frequently strays into cutesiness. In fact, one of the very first things a player is likely to see (because it’s in Frank’s initial inventory) is a candy bar object called “Mr. Mediocrebar.” In case you’re not familiar with American candy, this is a jokey reference to a Hershey product called “Mr. Goodbar.” The problem with this isn’t whether the candy bar ever serves a purpose — even useless objects have their place in IF. The problem is with the name. Calling the candy “Mr. Mediocrebar”, a name that no actual candy would ever have, immediately undercuts mimesis. It’s as if the author is playfully nudging us in the ribs and saying, “Hey there, this is all for fun, just a game. None of it’s real, and you certainly don’t need to take it seriously.” This sort of approach might work in a light farce, but it jars horribly against the somber Vietnam setting and the Big Themes to come. Furthermore, because the candy bar may well remain in the player’s inventory for the entirety of the game, its name has this deleterious effect over and over again. Not to mention the fact that it makes players think of the word “mediocre” throughout the game, which is hardly desirable.

Worst of all, though, is what I call the Sledgehammer Writing. Here’s an example: the player is in the throne room of a mysterious ruler called The Straw Man. This ruler sits silently and impassively on his throne. While in the room, Frank hears someone approaching, and hides. It’s a woman who tells the Straw Man her problem; he doesn’t respond, and by talking it out, she solves it on her own, and leaves. Then this happens again. Then it happens yet again, and this time, as she cries on his lap,

out of the corner of your eye, you notice the first sign of movement from the Straw Man that you’ve seen. His arm slips from the armrest of the throne, coming to rest on her shoulder. Reaching up to grasp his arm, she continues to cry for a little while before regaining control of her emotions.

Okay, so we probably know what’s coming, right? Sure we do:

But when the Straw Man’s arm slipped from the armrest, you noticed something. The Straw Man is just a plain old scarecrow.

Dum dum DAAA! But wait, there’s more:

Kind of funny, really, that the best ruler, the wisest person that you’ve ever seen, turns out to be a dummy.

Okay, I get the point. But still more awaits:

But maybe it says something too. People don’t always want or need advice, sometimes they just want someone to listen to them, and hold them.

WHAM WHAM WHAM! HERE IS THE MESSAGE I AM GIVING YOU! It’s as if the game has so little trust in its readers that after making its point subtly, then blatantly, it feels that it still must spell the whole thing out in painfully obvious terms, just to make sure we get it. This sort of thing isn’t just cringeworthy, it’s insulting; OAF would have been so much stronger had a little restraint been shown in scenes like this.

Finally, sometimes the writing just suffers from a simple lack of clarity. For instance, at a point in the game when Frank has been transformed into a mouse, reading a magical scroll gives this response:

Your head begins to spin as you read the scroll. Your hands start to glow red and twist into a more human shape. You briefly ponder what would happen if you were to become a full-sized human inside this mouse hole. It’s not a pretty thought. The scroll quietly dissolves to ash.

When I read this, I thought: Uh-oh, I’m about to die. I’d better UNDO, then get out of this mousehole before I read the scroll. Problem was, I couldn’t leave the mousehole without dying. In frustration, I sought a hint from Google and finally realized that I had been misled — the above message wasn’t presaging that I was about to be crushed, but rather that a several-turns-long growing process was beginning and that I needed to exit the mousehole before the process completed.

Speaking of that mousehole, it’s a good instance of one of OAF‘s primary qualities: its expansiveness. This quality is both a strength and a weakness, in my view. Certainly in terms of the game as a whole, it’s a strength — one of the best things about OAF is how big it is. Unlike the bite-sized IF that dominates current output, this game is a five-course meal. Then again, there are times when the “more is better” approach is a bit more dubious. For instance, hanging on the wall of the initial location is a paper listing “Murphy’s Laws of Combat”, a list that’s twenty-five items long. This little touch adds a bit of authenticity and characterization, but it also presents the player with a large, somewhat jokey wodge of text to read at the beginning of the game (following immediately upon the game’s long and somewhat non-sequitur-ish opening text), slowing down the pace of a scene that otherwise moves very quickly. Then there’s the geographical expansiveness, of which the mousehole is such a perfect example. According to my maps (I made them in GUEMap and have uploaded them to the IF Archive), the underground area of OAF comprises no less than twenty-seven rooms. The only purpose of this area is to provide a couple of puzzles that lead to an item that (along with a different item from another area) lets you solve another puzzle that ultimately yields one of the main necessary items for your final goal. The great majority of these twenty-seven rooms serve no purpose for obtaining that item. They’re just there for… scenery, I guess, or perhaps to make the world feel larger. A couple of them support items that comprise one of the game’s several dangling plot threads, but that’s about it.

I don’t think this approach to IF map design is optimal. A few non-essential rooms here and there can be a good thing, fleshing out the landscape and making the world feel a bit more whole. On the other hand, when the majority of the map seems to be made of non-essential rooms, something is a little out of balance. This happened to me on my first game — I had a puzzle planned out that would require a sandy beach, and it made sense to have several beach locations. In the end I cut the puzzle, but couldn’t quite bear to cut all the locations. Not only had I toiled to produce them, I thought they gave the landscape a greater sense of completeness. Of course, the game was rightly criticized for having a lot of filler rooms, and I learned my first lesson in the importance of pruning. (And judging from the length of this review, I still have quite a few lessons to go in that particular curriculum.) If I were writing that game today, I’d let my descriptions and transitions do a bit more of the space-establishing work, and I’d be less afraid to get rid of things that didn’t really serve the game except as decoration. I can’t help but feel that such an approach would have benefited OAF greatly as well.

Another strangeness about the maps is how gridlike they feel. The game contains several large landscapes, and in most of them, only movement in the cardinal directions is allowed, even though there are no logical barriers to diagonal movement. The locations are apparently evenly spaced from one another, despite the fact that they may represent radical shifts in landscape, so that a beautiful forest might nestle up against a blasted heath, with no apparent transition between the two. The result is that the setting has a very mechanical, unnatural feel, a feel that repeatedly reminds us that we are playing a game rather than traversing a real landscape. Again, whether this works is a matter of context — the grid layout might be great for a science-fiction game where the landscape is supposed to seem rigid and mechanical, but it doesn’t do justice to OAF‘s more natural, outdoorsy setting. There are a few areas in which the map is laid out in a fun, clever way, but these are almost always in the service of a puzzle.

Aside from its maps, OAF has a number of design successes. The game is fairly open-ended, so that a variety of puzzles are usually available at one time. It combines a Zorkish “wide landscape” with lots of Trinity-esque “little areas” by having lots of separate wide landscapes, which gives the game a chaptered feeling without needing formal divisions. The bottlenecks between these areas tend to work pretty smoothly, though I was hugely frustrated at one point — I failed to obtain an item from one area to solve a puzzle in another one, and wasn’t given another chance to do so, forcing me to restore from quite a ways back. Still, that was the only time that the game closed itself off for me, and given the era from which it originated, that’s not too bad.

The design of the story wasn’t quite so elegant. I mentioned dangling plotlines, and there are quite a few of them. I got to the end of the game, and instead of feeling resolution, I said, “That’s it?” For one thing, that ending inserts a sudden romantic subplot that was utterly unbelievable because it hadn’t been developed at all in any of the rest of the game. Moreover, the conclusion left so many questions unanswered about things that happened elsewhere in the game, it felt quite unsatisfying. For example, at one point you have a friendly kitty accompanying you on your travels. Then, in the process of solving a puzzle, that cat becomes lost, and possibly hurt. And you never find out what’s happened to it, or if it’s OK. Designers, don’t DO this! If your story puts an animal or companion in jeopardy, establish its final status before ending the game! The cat is just one example — there’s also stuff down in the mousehole that seems to imply a story, but the story goes nowhere. Instead, that stuff is just sort of there. The line between subplot and background color is a fine one, and OAF crosses it more than once, I think without realizing it’s done so. Subplots need to be resolved by the time the game ends, or else players end up feeling like I did: cheated.

The other problem I had with the story is more philosophical, and I suppose more idiosyncratic. The final quest of the game involves traveling in time to prevent a historical event. It’s an event that actually happened, but according to the game’s version of King Arthur, the world will be doomed if it isn’t changed. To me, this sort of story is wrongheaded. The pieces of our history, both good and bad, are what comprise our current reality, and living in that reality now, I found it hard to swallow King Arthur’s assertion that my world is doomed. In fact, I found it a lot more persuasive to think that Frank was being misled by a demon in holy guise, and was nonplussed [Ed. note: based on the length of this review, I think not!] to see that the game wasn’t going in that direction. The abstract question of whether the world might be better had certain parts of history been changed is an interesting one, to be sure, but I wasn’t at ease getting a protagonist to do something that in all likelihood would have prevented my own birth.

On a technical note, the game hangs together fairly well, especially for a work of such grand scope. It’s only natural that despite the five-year gestation period, this game would have more rough edges than smaller pieces of IF, and indeed it does. There are several times at which OAF gives default responses that don’t make sense. These details probably should have been seen to, but oversights like that are forgivable. Similarly, there were a number of bugs here and there, but nothing overly catastrophic or distracting. I have to admit, though, that I was disappointed by the NPCs. After all, this is the game that won the 1998 XYZZY award for Best NPCs, but they all seemed rather thin to me. Mordred, in particular, in spite of being a crucial part of Arthurian iconography, has almost nothing to say, nothing to do, and spends the majority of the game, in Michael Gentry’s words, “just sort of irritably standing around as though waiting for a bus.” Even some of the supposedly more fleshed-out characters, such as Merlin, suffer from serious lacunae in their knowledge. I’ve already mentioned that ASK MERLIN ABOUT SPIRITS doesn’t work, despite the documentation’s promise to the contrary. There are also exchanges like this one, which took place in Stonehenge after Frank had seen some strange blue stones:

>ask merlin about stones
Merlin says, "There are a lot of stones here. Which one do you mean?"

>ask merlin about blue stones
Merlin says, "There are a lot of stones here. Which one do you mean?"

>blue
There's no verb in that sentence!

>ask merlin about blue
Merlin says, "Frank, I'm rather busy right now, can't that wait?"

>ask merlin about bluish stones
Merlin says, "There are a lot of stones here. Which one do you mean?"

>merlin, the blue ones, like I JUST $^%$ING SAID
I don't know the word "ones".

Or, similarly, when Frank has an unusual carved blue stone in his inventory.

>show stone to merlin
Which stone do you mean, the carved blue stone, or the flat stone?

>carved
Merlin isn't impressed.

>ask merlin about carved blue stone
Merlin says, "There are a lot of stones here. Which one do you mean?"

Thanks a lot Merlin, you’re a big help. There were lots and lots of gaps like that, and to make matters worse, Merlin’s default “I don’t know” message was “Merlin pretends not to hear you.” And you can’t even KILL MERLIN WITH EXCALIBUR.

I spent several weeks playing through Once And Future, and I’m not sorry I did. For one thing, it’s an important part of recent IF history, and for another thing, as I said before, it’s fun. Still, it was a bit of a letdown. I suppose that after the hype, buildup, and fanfare it got, it couldn’t help but be a letdown, at least a little bit. On top of that, it was no doubt to the game’s disadvantage that I played it in 2002. However unfair it might be to judge what’s essentially a 1994 game by 2002 standards, it’s impossible not to, because, well, it is 2002. Styles have changed, and parts of OAF haven’t aged well. The bottom line is that it feels like the work of a beginning writer, one who has promise and may have matured through the process, but whose novice mistakes remain. That doesn’t mean it’s not worth playing — it most certainly is — but don’t believe the hype.

Lock & Key by Adam Cadre [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2003.]

IFDB Page: Lock & Key

Death Becomes You

[NOTE: Lock & Key has a twist right at the beginning, and I’m going to give it away because it’s not practical to discuss the game without doing so. So if you haven’t played it yet and you want to be surprised, go play it before reading this, at least up to the twist anyway.]

I love editing SPAG, but the job does have its down-sides. For instance, I’m frequently obliged to read reviews of games I haven’t played yet. Most of the time, this isn’t much of a problem, since SPAG reviews are required to be spoiler-free. However, there is a small, occasional section of the ‘zine called SPAG Specifics, wherein reviewers are allowed to spoil as much as they like in the interest of promoting specific, detailed discussion about particular games. When I get a review for this section, I need to read it whether I’ve played the game in question or not.

That’s exactly what happened to me with Lock & Key — I’d played the game enough to get beyond the initial twist, see the setup, say “Cool”, and vaguely resolve to play it whenever I found the time. Shortly afterward, Eytan Zweig submitted a thoughtful, fairly critical review of the game for SPAG Specifics, and I decided that I wanted to wait a while to play the game after that, so that the review would fade enough in memory that it wouldn’t color my perceptions. Now it’s been about a year since that issue, Lock & Key has just won a handful of XYZZY Awards, and I have a new laptop I needed to test this past weekend; the stars were aligned, and I finished the game.

I wasn’t disappointed. Cadre’s writing shines as usual, as does his knack for giving every game a fresh angle. In this one, you play a prison designer and security expert in a mildly jokey pseudo-medieval milieu. Your job is to craft the perfect sequence of death-traps for the King’s dungeon, enough to defeat even the hardiest adventurer who might try to escape it. If you succeed, you’ll make a fortune and be able to retire. If you fail, well, you get beheaded. Those medieval managers really knew how to motivate their employees.

The meat of the game is its one and only puzzle, the one for which it earned the XYZZY for Best Individual Puzzle: setting the traps. It’s not that setting the traps themselves is all that difficult, but choosing the right ones… ah, that’s another matter. See, once you’ve finished constructing your ideal dungeon, it is put to the test by Boldo, a thick-thewed adventurer who, in the best IF fashion, seems to have an endless inventory of items that happen to counteract your traps perfectly. Every time he encounters a death-trap, you get to see exactly how he defeats it, and this in turn allows you to begin scheming about how you might deprive him of that method. Like Varicella, the game is highly iterative — the chances you’ll beat it the first time through are virtually nil, and this is by design. Instead, Boldo’s many triumphs allow you to make your own advances towards building the perfect dungeon upon restarting.

It’s a deeply rewarding puzzle of marvelously interlocking elements. Not only does it operate on several levels to begin with, it builds on itself to make lots of little “aha!” moments combine into a greater experience of overall insight. In addition, the game’s use of graphics do it a great service, presenting a clean and attractive game board to help players to see exactly what choices they’ve made.

My favorite part of the puzzle, though, is the hinting. The prose that describes Boldo conquering your traps is funny and enjoyable to read on its own merits, but it also frequently contains wonderfully subtle hints about how the dungeon might be better constructed. For the sake of spoiler-avoidance, I won’t quote any of those hints here, but I will say that they capture the feel that Infocom at its best was able to provide, of prose that is just as good on a game level as it is on a story level.

So Lock & Key wholly deserved its XYZZY for Best Puzzle. The other awards, I’m not so sure about. At the end of the XYZZYs, Lock & Key went away with the prizes for both Best Individual NPC (Boldo) and Best NPCs in general. The fact that it won these accolades for NPCs with whom (for the most part) the player cannot directly interact AT ALL is rather astonishing. I’m not sure what to make of it. Perhaps writing is just much, much more important than coding when it comes to NPCs, at least as far as the XYZZY voters are concerned. Certainly Boldo reacts to the traps placed by the player, and the descriptions of his reactions are all great and funny, but that’s a very limited sort of interaction, nothing at all like the dozens and dozens of responses that make up the typical fully-fleshed IF NPC. I wonder: can great writing alone make a great NPC?

Maybe sometimes it can, but I’ve yet to see it. Certainly this game’s excellent writing didn’t make Boldo an excellent NPC. He’s simply a cipher, an intentionally broad cliche whom the PC never meets, instead only watching cut-scenes of him on a sort of magic TV. He’s entertaining enough for the purpose he serves, but he hardly feels like a deeply implemented NPC, though he’s the deepest of the bunch. The other NPCs — the King, a gladiator named Musculo, and a host of others who appear in brief cameos — are present only in cut-scenes. The only exception to this, the only NPC who even responds to “ASK”, is the guard at the beginning. His response: “No talking in the dungeon!”

I would contend that the really remarkable character in Lock & Key is the player character. What’s remarkable about him? [1] Why, his cleverness, of course — his ability to string together just the right combination of traps to defeat Boldo. More to the point, what’s remarkable is the way in which the game constructs this cleverness. Like Primo Varicella, the PC of Lock & Key is what I’ll call an accretive PC, meaning that he becomes more and more himself with each iteration of the game, as the player’s knowledge accretes.

In most IF games, your character will never live up to you — it will never be able to do most of the things you can think of, nor say most of the things you can say. This is still true of Lock & Key and Varicella, but in an important way, what’s also true of those games is that you must live up to your character. You’re told a salient quality about the PC at the outset of the game — his expertise in dungeon design, or his Machiavellian plan to take over the regency — and then you must take him through one iteration after another until you yourself have attained enough of that quality to guide the PC to a successful conclusion. When you finally do reach that conclusion, it’s as if you’ve finally learned the real story, and all the failed attempts leading up to it exist only in shadowy parallel universes. This is who the character was all along — it just took you a while to catch up with him.

Of course, the case could be made that all IF PCs are like this to some degree. That may be true, but then again it’s de rigueur in most other IF to avoid game designs in which the PC must learn something by dying. Graham Nelson even made it Rule Number Three in his Player’s Bill Of Rights. [2] Of course, when a player must be able to step successfully into the PC’s viewpoint without any previous knowledge whatsoever, it becomes rather hard to give that PC any sort of expertise in the game world, which is why we so frequently see PCs who suffer from amnesia, or are fish-out-of-water, or other such tricks. Lock & Key and Varicella break this rule so brilliantly that it doesn’t even seem like a valid rule anymore. Why shouldn’t the player learn from past lives? After all, unless the PC is placed in some sort of contrived situation to deprive her of all her natural knowledge, she’ll inevitably know more than the player does the first time that player begins the game.

After a while, the requirement to match the PC’s knowledge with the player’s can begin to feel like a bit of a cage, and the most common contortions an IF game goes through to live inside it (such as amnesia) have long since lost their appeal. Even the freshest ones can still feel a bit tired and gimmicky unless done exactly right. The accretive PC is one key to this cage — it’s wonderfully refreshing to play a character who’s really good at something, and even better to become good at it yourself. Of all the jail-breaks that happen in Lock & Key, this one is the most satisfying.

[1] I’m referring to the PC as a male for convenience’s sake — I don’t recall its gender ever being specified in the game.

[2] See his excellent article The Craft Of Adventure, available in the info directory of the IF Archive.

Twisty Little Passages by Nick Montfort (book review) [Misc]

[I wrote this review when the book was released, and also posted an abbreviated version at Amazon.]

Book cover for Twisty Little Passages
Just over ten years ago, I was holed up in the University of Colorado at Boulder‘s Norlin library, researching interactive fiction. I was a grad student in English, and had a final paper due in my Literary Theory class. Activision had recently released the Lost Treasures of Infocom bundle, reawakening my childhood love of IF, and I felt inspired to write a paper that connected reader-response theory to the actual reader-responsiveness of text adventures. I wanted to cite and to engage with previous academic work on IF, but unfortunately, though unsurprisingly, it had received very little serious critical attention. Sure, I found a few articles here and there, but what I really needed was something substantial, something that offered a critical vocabulary for talking about interactive fiction, that placed it in a literary context, and that presented a basic history of the form.

What I needed was Nick Montfort’s Twisty Little Passages. How strange and funny that ten years later, the paper I wrote for that class finds itself cited in the first book-length academic treatment of interactive fiction. True, the citation only occurs in a passing (and correct) dismissal of reader-response theory as anything but a very limited way into talking about IF, but it makes me feel like part of history nonetheless. Montfort’s book is just what IF needs to establish its rightful place in the scholarly discourse surrounding electronic literature, and indeed literature, full stop. It never fails to be informative, and frequently succeeds at being sharply insightful about the literary elements of IF.

However, Twisty Little Passages is quite suitable for readers outside the ivory tower as well. Though the book is clearly aimed at an academic audience, Montfort’s prose is blessedly jargon-free, clear, and effective, with generous doses of humor thrown in for good measure. Even in its most theoretical moments, the book manages to balance impressive rigor with unfailing clarity, a feat all too rare in literary theory. Consequently, it’s an entertaining read for general audiences and English professors alike. If you’re an IF aficionado like me, you’ll find Twisty Little Passages enlightening and fun, and if there’s anyone in your life who genuinely wants to know what interactive fiction is and why they should care, hand them this book.

Just the bibliography alone is a noteworthy achievement; Montfort has synthesized the already extant body of formal IF scholarship and mainstream coverage with much of the important amateur IF theory produced by people like Graham Nelson and Emily Short. Also included are a range of other contributions from the IF community and pieces covering the book’s other concerns, including riddles and computer science. In addition, there is a formidable collection of IF works cited, a list comprising much of the most influential interactive fiction of the past thirty years.

Something else that the bibliography makes clear is the value of Montfort’s personal connections. It’s peppered with references to emails and private conversations with some of the leading lights of IF history: Robert Pinsky, Graham Nelson, Steve Meretzky, and others. Montfort’s ability to gather such firsthand information highlights one of the most important things about Twisty Little Passages: not only is it the first book-length treatment of interactive fiction, it is the first formal treatment I’ve seen that approaches IF from the inside out, rather than from the position of a quizzical spectator. Montfort’s extensive experience in both the academic and IF communities lends him a brand of authority that previous commentators on IF lacked.

Of course, authority only gets you so far — it’s what you do with that authority that counts. That’s what makes the first two chapters of Twisty Little Passages such a particular pleasure: Montfort not only knows what he’s talking about when it comes to IF, he’s got quite a bit of original insight to offer about its literary and theoretical contexts. As with many works of literary criticism that seek to approach an underscrutinized area, the project of this book’s first chapter is not only to expose the topic’s theoretical underpinnings but to define and delimit a specific vocabulary for use in discussing it. Montfort does an excellent job of providing a clear definition of IF (and indeed of making the case for the term “interactive fiction”) and of defining a set of terms to identify the subcomponents of the IF experience. For example, according to the book, a session is “what happens during the execution of an IF program. [It] begins when an IF program starts running [and] ends when the program terminates”, while a traversal is “a course extending from a prologue to a final reply, and from an initial situation to a final situation” — thus a traversal can encompass many sessions (as frequently happens in the case of long, complex games), or a session can encompass many traversals (as happens with short games with high replay value.) Of course, at bottom the choice of terms is more or less arbitrary, but it is crucial that we be able to name the various parts of the IF experience — they are our stepping stones to more sophisticated discussions. Twisty Little Passages lays this groundwork admirably.

On the whole, this book seems more interested in surveying the territory of IF than in making unified arguments about it, but the exception to this is chapter two, where Montfort makes the case that the most important literary progenitor of IF is the riddle, and takes a counterpoint to the most famous analogy and contextualization of IF from the last decade:

The riddle, like an IF work, must express itself clearly enough to be solved, obliquely enough to be challenging, and beautifully enough to be compelling. These are all different aspects of the same goal; they are not in competition. An excellent interactive fiction work is no more “a crossword at war with a narrative” (Nelson 1995a) than a poem is sound at war with sense.

This is a brilliant and entirely convincing comparison. Montfort gives us a brief history of the riddle, and draws the necessary parallels to demonstrate IF’s similarities with it, leaving us with a new paradigm within which to view interactive fiction. Best of all, this angle of approach allows IF to be both story and game, both art and amusement, without detracting from the value of either.

Chapters three through seven, indeed the bulk of the book, are devoted to delineating the history of IF, from its mainframe beginnings to the current amateur renaissance. It’s an entertaining journey, and Montfort’s encapsulation of IF history is concise, approachable, and extremely informative. I found it a little frustrating, though, because it must of necessity skim over the ground rather quickly, especially as it moves into the Infocom era and beyond. Consequently, there are many moments of intriguing literary analysis of IF games, but they end almost as soon as they begin — practically every page contains material that could make a full article in itself. By the time I reached the end of the book, a sort of epilogue that takes inventory of the various ways in which the tropes of interactive fiction have made their way into our culture, I was already wishing for a sequel, one that assayed a more in-depth discussion of games like Mindwheel and Photopia instead of the tantalizing tidbits we get here.

Montfort has already done some of this sort of work, such as an article written with Stuart Moulthrop for an Australian digital arts conference, analyzing the role of Princess Charlotte in Adam Cadre’s Varicella. However, not much work of that sort could appear without Twisty Little Passages preceding it, just as in-depth conversations can rarely occur prior to introductions. This book creates a foundation for the inclusion of IF in literary discussions, and for further examination of specific IF works. Perhaps if we look back on IF criticism in another ten years, we’ll see that introduction as the most important service Twisty Little Passages performs.

Paul O’Brian
11 January 2004

Twisty Little Passages by Nick Montfort (book review) [Misc]

[This is a review I wrote in 2004, of the first book-length academic study of interactive fiction: Nick Montfort’s Twisty Little Passages. I also posted a version of this review on the Amazon page for that book.]

Just over ten years ago, I was holed up in the University of Colorado at Boulder’s Norlin library, researching interactive fiction. I was a grad student in English, and had a final paper due in my Literary Theory class. Activision had recently released the Lost Treasures of Infocom bundle, reawakening my childhood love of IF, and I felt inspired to write a paper that connected reader-response theory to the actual reader-responsiveness of text adventures. I wanted to cite and to engage with previous academic work on IF, but unfortunately, though unsurprisingly, it had received very little serious critical attention. Sure, I found a few articles here and there, but what I really needed was something substantial, something that offered a critical vocabulary for talking about interactive fiction, that placed it in a literary context, and that presented a basic history of the form.

What I needed was Nick Montfort’s Twisty Little Passages. How strange and funny that ten years later, the paper I wrote for that class finds itself cited in the first book-length academic treatment of interactive fiction. True, the citation only occurs in a passing (and correct) dismissal of reader-response theory as anything but a very limited way into talking about IF, but it makes me feel like part of history nonetheless. Montfort’s book is just what IF needs to establish its rightful place in the scholarly discourse surrounding electronic literature, and indeed literature, full stop. It never fails to be informative, and frequently succeeds at being sharply insightful about the literary elements of IF.

However, Twisty Little Passages is quite suitable for readers outside the ivory tower as well. Though the book is clearly aimed at an academic audience, Montfort’s prose is blessedly jargon-free, clear, and effective, with generous doses of humor thrown in for good measure. Even in its most theoretical moments, the book manages to balance impressive rigor with unfailing clarity, a feat all too rare in literary theory. Consequently, it’s an entertaining read for general audiences and English professors alike. If you’re an IF aficionado like me, you’ll find Twisty Little Passages enlightening and fun, and if there’s anyone in your life who genuinely wants to know what interactive fiction is and why they should care, hand them this book.

Just the bibliography alone is a noteworthy achievement; Montfort has synthesized the already extant body of formal IF scholarship and mainstream coverage with much of the important amateur IF theory produced by people like Graham Nelson and Emily Short. Also included are a range of other contributions from the IF community and pieces covering the book’s other concerns, including riddles and computer science. In addition, there is a formidable collection of IF works cited, a list comprising much of the most influential interactive fiction of the past thirty years.

Something else that the bibliography makes clear is the value of Montfort’s personal connections. It’s peppered with references to emails and private conversations with some of the leading lights of IF history: Robert Pinsky, Graham Nelson, Steve Meretzky, and others. Montfort’s ability to gather such firsthand information highlights one of the most important things about Twisty Little Passages: not only is it the first book-length treatment of interactive fiction, it is the first formal treatment I’ve seen that approaches IF from the inside out, rather than from the position of a quizzical spectator. Montfort’s extensive experience in both the academic and IF communities lends him a brand of authority that previous commentators on IF lacked.

Of course, authority only gets you so far — it’s what you do with that authority that counts. That’s what makes the first two chapters of Twisty Little Passages such a particular pleasure: Montfort not only knows what he’s talking about when it comes to IF, he’s got quite a bit of original insight to offer about its literary and theoretical contexts. As with many works of literary criticism that seek to approach an underscrutinized area, the project of this book’s first chapter is not only to expose the topic’s theoretical underpinnings but to define and delimit a specific vocabulary for use in discussing it. Montfort does an excellent job of providing a clear definition of IF (and indeed of making the case for the term “interactive fiction”) and of defining a set of terms to identify the subcomponents of the IF experience.

For example, according to the book, a session is “what happens during the execution of an IF program. [It] begins when an IF program starts running [and] ends when the program terminates”, while a traversal is “a course extending from a prologue to a final reply, and from an initial situation to a final situation” — thus a traversal can encompass many sessions (as frequently happens in the case of long, complex games), or a session can encompass many traversals (as happens with short games with high replay value.) Of course, at bottom the choice of terms is more or less arbitrary, but it is crucial that we be able to name the various parts of the IF experience — they are our stepping stones to more sophisticated discussions. Twisty Little Passages lays this groundwork admirably.

On the whole, this book seems more interested in surveying the territory of IF than in making unified arguments about it, but the exception to this is chapter two, where Montfort makes the case that the most important literary progenitor of IF is the riddle, and takes a counterpoint to the most famous analogy and contextualization of IF from the last decade:

The riddle, like an IF work, must express itself clearly enough to be solved, obliquely enough to be challenging, and beautifully enough to be compelling. These are all different aspects of the same goal; they are not in competition. An excellent interactive fiction work is no more “a crossword at war with a narrative” (Nelson 1995a) than a poem is sound at war with sense.

This is a brilliant and entirely convincing comparison. Montfort gives us a brief history of the riddle, and draws the necessary parallels to demonstrate IF’s similarities with it, leaving us with a new paradigm within which to view interactive fiction. Best of all, this angle of approach allows IF to be both story and game, both art and amusement, without detracting from the value of either.

Chapters three through seven, indeed the bulk of the book, are devoted to delineating the history of IF, from its mainframe beginnings to the current amateur renaissance. It’s an entertaining journey, and Montfort’s encapsulation of IF history is concise, approachable, and extremely informative. I found it a little frustrating, though, because it must of necessity skim over the ground rather quickly, especially as it moves into the Infocom era and beyond. Consequently, there are many moments of intriguing literary analysis of IF games, but they end almost as soon as they begin — practically every page contains material that could make a full article in itself. By the time I reached the end of the book, a sort of epilogue that takes inventory of the various ways in which the tropes of interactive fiction have made their way into our culture, I was already wishing for a sequel, one that assayed a more in-depth discussion of games like Mindwheel and Photopia instead of the tantalizing tidbits we get here.

Montfort has already done some of this sort of work, such as an article written with Stuart Moulthrop for an Australian digital arts conference, analyzing the role of Princess Charlotte in Adam Cadre’s Varicella. However, not much work of that sort could appear without Twisty Little Passages preceding it, just as in-depth conversations can rarely occur prior to introductions. This book creates a foundation for the inclusion of IF in literary discussions, and for further examination of specific IF works. Perhaps if we look back on IF criticism in another ten years, we’ll see that introduction as the most important service Twisty Little Passages performs.

All Things Devours by Toby Ord as “half sick of shadows” [Comp04]

IFDB page: All Things Devours
Final placement: 3rd place (of 36) in the 2004 Interactive Fiction Competition

I must admit, I got a little nervous when I saw this game’s title, which appears at first blush to be grammatically incorrect. As it turns out, the title isn’t in error — it’s excerpted from one of the riddle-poems in The Hobbit, the one that begins “This thing all things devours.” I still think that it’s a weak title — the entire line would be much better — but I was relieved to know I was in the hands of a competent writer. In fact, my fears about the entire game were groundless; it’s very good. It has a plot, but by the author’s own admission, ATD is much more game than story, an intricate puzzle-box, with a couple of puzzles I found very satisfying indeed.

The setup is complex, requiring the same sort of lateral thinking as that featured in Sorcerer‘s famous time-travel puzzle. Due to its convoluted nature, the game had to be quite a chore to implement, and while its coding isn’t perfect, I was impressed with how thoroughly and skillfully it covered a very wide range of permutations. Moreover, ATD does a wonderful job of automating mundane actions, the very thing I was moaning about in my review of The Great Xavio. I can’t tell you how pleased I was to see something like this:

>n
(first opening the door to the Deutsch lab)
(first unlocking the door to the Deutsch lab)

The Deutsch Laboratory

Every first-level object interaction I tried was handled gracefully, and the automation even did one or two cool tricks to keep track of player knowledge. Anyway, I’m about to raise a couple of points criticizing ATD, so I want to make it clear that I really did like the game. I liked it a lot.

That being said, there are a couple of flaws I’d like to discuss. The first is that I don’t think this game plays fair with the concept of the accretive PC. If you don’t recognize the term, that’s because I recently made it up, while reviewing Adam Cadre’s Lock & Key for IF-Review. In that review, I made the case that games like Lock & Key and Varicella have a unique sort of PC, one whose knowledge and/or cunning must by acquired by the player herself in order to successfully complete the game. Primo Varicella, for instance, has a devious plan to take over the regency. At the beginning of any session with Varicella, the PC knows what this plan is, but the player may or may not. It’s only through experiencing multiple iterations of the game, and thereby learning all the things that Primo already knows, that the player can hope to embody Primo successfully enough to win the game.

I call this sort of PC “accretive” because the player’s accreting knowledge allows the PC to become more and more himself on each playthrough, and once the player’s ingenuity matches that of the PC, she can successfully complete a game. When that happens, it’s as if the real story is finally revealed, and all those other failed attempts exist only in shadowy parallel universes. In my opinion, this sort of game is a brilliant refutation of the idea that IF games should be winnable without experience of “past lives.” After all, if the PC’s knowledge must match the player’s at the outset of the game, the PC must know very little, which is why we see so many amnesiac PCs in IF. An accretive PC allows the player to catch up with the PC through the device of past lives, and as long as the PC is established as already having all the knowledge that the player is able to gain, it all works swimmingly.

At first, ATD appears to be exactly this sort of game. It certainly requires quite a few iterations to win (or even to understand, really), and the PC is shown to have much more specific knowledge of the surrounding area and of her specific task than a player will on the first time through. However, partway through, something happens that the game clearly specifies as a surprise to the PC, something not included in her original plan. Consequently, she has to think on her feet in order to recover and still succeed at her goal. The only problem is, she can’t reasonably do that without knowledge of past lives.

A successful traversal of ATD requires not only knowledge of the circumstances and the setting, but advance knowledge of something that the game itself definitively states that the PC does not know in advance. Here, I cry foul. I’m not complaining that the game is unfair — it does an admirable job of warning players upfront that it’s going to be unfair, and I’m fine with that. However, it’s constructed in such a way that its story cannot make sense. The puzzles still work, but the unbelievability of the PC’s actions causes the story essentially to self-destruct.

There’s another problem too, one that causes the logic of the central puzzle to fall apart. Unfortunately, it’s terribly difficult to discuss without revealing spoilers. About the best I can muster at the moment is that if I follow the solution as laid out in the walkthrough, it seems to me that one of the central problems presented by the game remains unsolved, though the game does not acknowledge that this is the case. Because I was crafting my puzzle solutions to avoid this unsolved state (and having a hell of a time solving the puzzle as a result), I was rather flummoxed when I finally broke down and looked at the walkthrough. It was unsatisfying to end the game feeling as if it hadn’t played by its own rules.

Now, as I said initially, the environment in this game is really quite complex, and it’s possible (likely, even) that my objections stem from a careless or incomplete understanding of how the game is actually working. If that’s the case, I look forward to withdrawing my complaints once somebody explains how I’m being dense. Even if not, the game is eminently worth playing just for its clever premise and a couple of excellent puzzles. It may play a bit fast and loose with its concept, and its ending may be a bit anticlimactic, but I highly recommend it nonetheless.

Rating: 9.0

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

The Adventures of the President of the United States by Mikko Vuorinen [Comp03]

IFDB page: The Adventures of the President of the United States
Final placement: 21st place (of 30) in the 2003 Interactive Fiction Competition

It’s been a long time since I’ve played a Mikko Vuorinen game. The last one was his 1999 comp entry King Arthur’s Night Out, which bizarrely recast King Arthur as a henpecked husband in a domestic farce. Some people, like Adam Cadre, apparently found this hilarious, but it mostly left me cold. Still, I was pleased to see Vuorinen’s name on a comp entry this year, and playing TAOTPOTUS felt like a reunion with a seldom-seen relative — even though its behavior was often exasperating, I couldn’t help feeling a certain fondness for it, both because of its reliably predictable traits and because of my sense of shared history with it.

Vuorinen hasn’t lost his affection for putting iconic figures into strange and comical circumstances, and indeed one of the most charming things about TAOTPOTUS is its gleeful disregard of realistic IF conventions. Consider, for example, this bit of game territory:

The United States of America.
Good old USA, in your mind the greatest country in the world. Home of
you and millions of other fellow Americans. The White House is a
magnificent place, but once in a while it's good to see the real
world. As you know, Canada is to the north and Mexico to the south.

> n
O Canada.
Their home and native land.
Lots of trees and that's about it.

To the west is Alaska and to the south the rest of the United States.

Next to you is a particularly tall maple tree.

This isn’t any kind of carefully worked-out fantasy trope — it’s not as if the President is suddenly a literal giant, walking across the continents in state-spanning strides, though at times it’s hard to avoid that mental image. Instead, it has the childlike feel of marching an action figure around a big map of the world, having little adventures in different places without much regard for any sort of fictional coherence. I mean this in the best possible way. I loved feeling like I was part of an innocent “let’s pretend” session, miniature toys tromping across a world-themed game board.

From the game’s title, I was wondering if it would be a political satire, but as close as it comes is to suggest that perhaps our President really does see the world in terms as abstract and simplistic as these. Then again, maybe that’s plenty. There are some moments that suggest a gentle satirical agenda, such as when you try to go south from Russia and are told “You don’t want to go to the Middle East. Some people there might not like you.” There are also some moments that that made me laugh out loud, such as when I typed HELP and was told, “You do not need any help. You are the President of the United States of America.” I tried to STOP THE WAR, but sadly the game informed me that the word “war” is not recognized. If only that were true.

Unfortunately, fun with icons wasn’t the only Vuorinen trait that made it into this game — there are also a handful of good old guess-the-verb puzzles as well, along with the typical admonishment in the walkthrough that there are no guess-the-verb puzzles, and that the game should be simple enough for anyone to finish without clues. I got stuck on the very first puzzle, and discovered from the walkthrough that, just like in King Arthur’s Night Out, there’s an item that needs to be SEARCHed, even though examining it yields a dismissive response. Some of the puzzles made sense to me, but there were others that really felt like an exercise in reading the author’s mind.

The environment (what there was of it) was reasonably well-implemented, though there were several bits of dodgy English, and I struggled from time to time with the deficiencies of the Alan parser. I also need to take a moment here to grouse about the typically feeble Alan game engine, which fails to include such essential bits of functionality as UNDO, AGAIN, and especially SCRIPT. I really dislike having to periodically copy the scrollback buffer into a text editor in order to keep a record of my interaction with the game, especially since I only belatedly remembered that this buffer keeps a rather paltry amount, and consequently I lost the transcript from my first 15 minutes or so with the game. Okay, I feel better now that I’ve vented. Overall, TAOTPOTUS is brief and kinda fun, and if you’re a Vuorinen fan, you’ll probably like it a lot.

Rating: 7.5

Rent-a-Spy by John Eriksson [Comp02]

IFDB page: Rent-a-Spy
Final placement: 15th place (of 38) in the 2002 Interactive Fiction Competition

Actually, in terms of design, Rent-A-Spy is pretty good. If you think I sound surprised, you’re right, because in plenty of other areas, this game seems thrown together rather carelessly. For instance, it leaves the Inform debugging verbs turned on. Now, granted, ever since Inform started keeping them on by default, it takes a more conscious effort to avoid this problem, but on the other hand, Stephen Granade did send an email to all authors reminding them to turn these off, and explaining exactly how to do it. As he said in his message, “there’s nothing quite as fun as being able to purloin like a madman in a competition game.”

Consequently, seeing those verbs left on is usually a telltale sign of a bad game. There were other portents, too. The introduction is lumbered by some awkward writing, and the whole “rent-a-spy” premise feels shaky, an uneasy mix between the espionage and private eye genres. Also, the game is compiled to .z8, even though it’s only 140k (and that’s with strict mode left on!), which is really rather odd.

Having seen these signs at the beginning, my expectations for the rest of the game were rather low. Perhaps that’s why I felt so pleasantly surprised by the first puzzle, an interesting, realistic bit of infiltration, broken up into several believable steps. Several of the other puzzles felt pretty fresh to me, too. I especially enjoyed the way the PC must cover her tracks as she progresses in order to achieve the best ending. Opened doors must be closed, keys stolen must be returned to their original spot, documents are duplicated rather than filched, and so on. I thought this was a fun twist on the usual adventurer tendency to rummage through the landscape looking for treasure, leaving everything a shambles behind him.

Of course, many of these puzzles were quite thinly implemented. There were some extremely severe guess-the-verb problems, and plenty of other areas where clues were minimal or absent, and the environment too sparsely described. Consequently, lots of Rent-A-Spy‘s good ideas are badly obscured by its lack of polish.

I can’t help but wonder if this was a situation where the oncoming deadline prevented the game from being as complete as it could be. This is the very situation that Adam Cadre’s Spring Thing is meant to address, and I hope that for every unfinished game I’m seeing in this comp, there are two more whose authors are holding back in order to make sure that the games are as good as they can be before releasing them.

For this game, it’s too late to enter any more comps, but I still hope it sees a subsequent release. With some editing, further testing, and some premise doctoring (perhaps making the PC something like a reporter, which would be quite a bit more believable than a spy you can look up in the phone book), this could be a pretty enjoyable piece of IF. For now, it’s more an example of unfulfilled potential.

Rating: 6.1