To Otherwhere And Back by Greg Ewing [Comp01]

IFDB page: To Otherwhere And Back
Final placement: 28th place (of 51) in the 2001 Interactive Fiction Competition

For the past several years, the IF community has created a variety of “mini-comps” in the Spring of each year, competitions where the games are instructed to stick to a particular concept. These concepts can range from a required image like “a chicken crossing a road”, to the inclusion of a particular element (romance, dinosaurs, the supernatural), to a stipulation about the game structure itself (include the verb “use”, disallow the player from having any inventory.) Furthermore, for as long as there have been Spring mini-comps, they have had an effect on the Fall “maxi-comp,” because inevitably some author has a great idea that fits with the mini-comp, but doesn’t manage to finish by the Spring deadline, so instead polishes the game further and enters it in the Fall comp.

This spillover effect has given us such past treats as Downtown Tokyo. Present Day., and Yes, Another Game With A Dragon!, and now To Otherwhere and Back, a game originally intended for Emily Short’s Walkthrough-comp. The concept behind this particular mini-comp was that entrants had to produce games (or transcripts) that conformed to a particular walkthrough; as a further twist, this walkthrough was in the form of an unpunctuated telegram, containing strings of commands like “TAKE NEXT TURN SMOOTH DUCK DOWN” and “LOOK UP DRESS BOOK SHIP PACKAGE PRESENT BOWL”, which could be broken up in any number of clever ways.

To Otherwhere and Back meets the challenge ably, and in doing so, emphasizes an underrated IF technique: cueing. What we learn from games like this is that IF can prompt even quite unusual input from the player, as long as the setup has been executed with skill and the cue delivered fairly clearly. For example, in order to get me to type the first command from the walkthrough, the game presented me with this situation:

The screen of the debugging terminal is covered with code and
variable dumps. You stare at it with bleary eyes, trying to find the
last, elusive bug that you've been chasing for the last 37 hours
straight. You're so tired, you're having to make a conscious effort
to think.

That first command was, of course, “THINK.” That’s not something I’d usually type in at an IF prompt, because most games just give a canned answer to it, if they give any answer at all. This piece of text, though, was enough to cue me that in this situation, that command might produce something useful, and indeed it does. It’s not that good cueing leads the player by the nose — in fact, the first thing I typed after reading the text above was “DEBUG”, which actually put me into the game’s debugging mode, hilariously enough. But after that didn’t work, I looked at the text again, and was able to discern the right move without looking at the walkthrough. This sort of dynamic is the essence of good cueing, and TOAB does it over and over again. Of course, what’s also true is that Alan‘s heavily restricted parser and the shallowly implemented game world had me looking to cues quite a lot, but in this game that paucity of options was quite appropriate.

What TOAB doesn’t quite manage, though, is to construct a coherent plot. Granted, hewing to a deliberately challenging premise while telling a story that makes sense is quite a tall order — most of the entrants into the walkthrough-comp either came up with some arbitrary reason why those words would be strung together (as in Adam Cadre‘s hilarious Jigsaw 2), or relied heavily on the dream/surrealism/hallucination device to justify the necessary contortions. TOAB pursues the latter option, and its story ends up feeling more than a little arbitrary as a result.

Still, the game applies itself to the walkthrough’s odder moments in some very clever ways, and provides some good laughs, such as the Polish phrasebook that “contains translations of many phrases useful to a traveller in Poland, such as ‘Please develop this film’, ‘How much is the sausage?’, and ‘Am I under arrest?'”. Overall, I enjoyed TOAB, and while the fiction element of it wasn’t so great, its interactivity techniques got me thinking. That’s not a bad track record for a comp game, no matter what comp it might belong to.

Rating: 7.1

Jarod’s Journey by Tim Emmerich [Comp00]

IFDB page: Jarod’s Journey
Final placement: 47th place (of 53) in the 2000 Interactive Fiction Competition

This game has one of the most startling first lines I’ve ever encountered. The line is this: “Welcome to Jarod’s Journey, a TADS-based game that will hopefully get you and Jarod closer to God.” This line brought up a couple of questions for me. The first was “Whose God?”, and the second was “What gives you the right?” I’m agnostic, but I wouldn’t scorn someone simply for their religious beliefs. I respect the desire and necessity of all people to find their own spiritual paths, and I expect to receive the same respect in return. A game that wants to bring me closer to what it calls God is violating what I see as a very personal boundary, the boundary around my soul and my spiritual life.

My agnosticism is of the stripe that objects to the notion that any human has privileged access to any sort of Higher Truth. I find it deluded and arrogant when a person claims to have all the answers to the Big Questions, even when they’re basing that claim on some kind of intense personal experience, but I respect that person’s right to believe whatever feels right to them. However, when they want to proselytize to me (or to anybody else, really), that’s when I get offended. I think people have the right to believe whatever they want, but I don’t believe they have the right to evangelize others about it — doing so runs roughshod over those others’ right to believe what they want. Consequently, I found the basic goal of Jarod’s Journey to be an offensive one.

That being said, I’ll try to set aside my fundamental personal objections to the game’s announced intent and review it simply as IF. Sadly, it doesn’t have much to recommend it, even from a pure gaming standpoint. First of all, it crossed another big bias of mine by having, you guessed it, a starvation puzzle. Actually, two starvation puzzles. Strangely, there doesn’t appear to be any actual consequence attached to the starvation. Jarod, the PC, never dies, no matter how long he starves, but the game continues to print annoying messages.

It could be argued that these are better than typical starvation puzzles since they don’t ever actually enforce a time limit, but I say that they’re just as bad, because without the time limit they become entirely pointless instead of just mostly pointless. In addition, there are a disheartening number of spelling and grammar errors in the game’s writing, which makes the whole thing seem less than divinely inspired. On top of this, there’s the fact that although the game tries to maintain a third-person voice, there are little slips of second-person throughout, as in this scene:

Dream
Jarod is in a dream, or at least he thinks it is a dream. The
angel is here and has delivered a map.
You see a map here.
There is an angel here who is slightly glowing!

If the player controls Jarod, who is the “you” that sees the map? Perhaps it’s the same “you” that the game announces in the first line that it wants to convert — that is, me? But I don’t see a map, just a computer game. Or rather, a digital sermon. (One nice thing about JJ is that next time somebody tells me that LASH is preachy, I can point at this game and say, Crocodile Dundee-style, “That isn’t preachy. THIS is preachy!”)

Setting aside the game’s deficiencies in the areas of design, prose mechanics, and coding, we come at last to the quality of the writing itself. Jarod’s Journey is written in a kind of earnest, gee-whiz tone that works best when you imagine it being read aloud by Ned Flanders from The Simpsons. (And by “works best”, I mean “is most entertaining.”) An example:

>ask angel about god
"God is wonderful. He loves you very much and created you just as you
are."

>ask angel about grace
Jarod asks the angel about grace. The angel responds saying "Grace is
truly wonderful! You will not find a better gift!"

Jarod thinks to himself, "The angel is truly magnificent, glowing
ever so brightly."

Okeley-dokeley-do! Don’t get the impression that I scowled through this game. On the contrary, I laughed a lot, but only because it was difficult to take this wide-eyed tone seriously. On a more serious level, though, perhaps it’s worth thinking about the model of Christianity that this game constructs for us.

There’s one section that I found quite ironic — Jarod meets a pharisee who is described as “praying loudly. So loudly that everyone nearby can hear him. Even in the short time that Jarod pauses to listen, it is obvious that the man is repeating himself. Is this what pleases the Lord?” From this description, we’re supposed to realize that the pharisee’s method of prayer is Not OK. But only one location away is a Christian priest who fits this same exact description. Not only that, the game itself fits this description. The deep irony of the pharisee section made me suspect that not only is the game evangelical, its evangelism isn’t even well thought out.

Another example: at the end of each section of the game, Jarod is asked to make a spiritual choice between various methods of approaching God. If you pick the right one, you get a point. If not, you get chided with a scripture. Is the sacred realm of faith really so simple as that? Can the intricacies of individual worship really be boiled down to a multiple choice test? According to the game, apparently so. The best religious literature explores the mysteries of faith rather than handing out reductionist platitudes. Dante knew this. Chaucer knew it. Lewis knew it. Jarod… Well, Jarod still has quite a ways to go.

Rating: 3.4

[Postscript from 2020: As dire a game as this was, it did inspire a really fascinating and fruitful conversation on rec.games.int-fiction. Duncan Stevens — one of the best IF reviewers of all time — challenged my “What gives you the right?” question, saying “Why shouldn’t he have the right?” And it went on from there, with lots of other community members weighing in with thoughts and jokes.

Rereading that conversation reminds me of what a vibrant community lived in the IF newsgroups once upon a time. This competition landed during the glory days of that community, and the conversation was often as good as or better than the games themselves.

Oh, and Adam Cadre’s review of Jarod’s Journey was very funny. Man, Adam was on fire with funny reviews that year.]

YAGWAD by John Kean as Digby McWiggle [Comp00]

IFDB page: Yes, Another Game with a Dragon!
Final placement: 9th place (of 53) in the 2000 Interactive Fiction Competition

Two years ago, the author whose rather silly nom de plume is “Digby McWiggle” submitted his first competition game, Downtown Tokyo. Present Day. That game was a prospective entry in Adam Cadre’s ChickenComp, but it wasn’t finished by the deadline, and therefore ended up an entry in Comp98 instead. I wonder if the same thing happened with this game, because it certainly would have fit the parameters for David Cornelson’s DragonComp. You see, YAGWAD stands for “Yes, Another Game With A Dragon!”, and the cheeky spirit of that title permeates the whole game, to wonderful effect. YAGWAD has lots of spots that are very funny, and the whole thing takes a playful poke at fantasy conventions.

Sure, fantasy conventions have been tweaked a lot at this point, but YAGWAD still manages a certain freshness, as well as a few artful nods to funny fantasies like The Princess Bride. It seems the King (who, speaking of The Princess Bride, is burdened with a comic lisp) has had his daughter abducted by a ferocious dragon, and is offering sparkling rewards to anybody who can retrieve her. Naturally, every strapping adventurer in the province is instantly on the case. Then there’s you: neither strapping nor adventurer (in fact, more of a portly, sloppy drunk), you still decide to undertake the quest.

From this premise, YAGWAD unfolds into an excellent melange of puzzles in the best Infocom style. In fact, with the exception of various Briticisms in spelling and grammar, YAGWAD feels like it could have been written by an Infocom Implementor — it’s not as lengthy as the typical Zork game, but definitely partakes of the same general feel. For example, at one point in your adventures, you may come across a massive set of reference books called the “Encyclopedia Gigantica” — in the tradition of the Encyclopedia Frobozzica, this reference provides a great deal of humor, both in its actual entries and in the references to it scattered throughout the game.

Also, as often happens to me with Infocom games, I found several of the puzzles in YAGWAD rather difficult. In this case, though, I think that might be mainly because of the time limit. I was quite keenly aware of the game’s size, which is not insignificant — I’d have to be about three times the puzzle-solver I am to be able to finish this in under two hours without hints — and therefore was less restrained about consulting the hints than I would have been. If the competition is over (which of course it will be by the time anybody reads this review) and you haven’t played YAGWAD yet, let me urge you not to use the hints. For one thing, the adaptive hint system is somewhat flawed, and it sometimes fails to give hints for puzzles that you may be facing. For another thing, pretty much all of the puzzles are clever and fair, notwithstanding my inability to solve them.

In fact, one of the biggest problems I had is that there’s one particular puzzle which must be solved before a number of others, and I was stymied on this puzzle purely because of my own thickheadedness. When I finally consulted the walkthrough, I looked at the answer and thought “but I did that!” In fact, I hadn’t. I went back to an earlier save point and tried it, just so I’d know I wasn’t crazy. Turns out I am crazy — it worked at that point and at all other points. I was completely convinced I’d tried it, but I must not have. This happens to me sometimes in IF, and I sure do feel dumb when I encounter it.

To make matters worse, I had an unfortunate difficulty creating a transcript of the game, so I can’t go back to my old game session and find out what it was that I really did that made me think I had already tried that solution. Guess it’ll remain a mystery forever. In any case, there are one or two puzzles that just graze the “read-the-author’s-mind” category, but even those have solutions that are fair and logical, if not particularly easy to think of spontaneously. The writing in YAGWAD is technically excellent, and I didn’t find a single bug in the code, either. Like I said, if Infocom was a British company, they might easily have produced this game. I mean that compliment as strongly as it sounds. Anybody who likes Infocom-style IF ought to give this game a try. Even those of you who shudder at the thought of Yet Another Game With A Dragon. (And you know who you are.)

Rating: 8.8

The Trip by Cameron Wilkin [Comp00]

IFDB page: The Trip
Final placement: 33rd place (of 53) in the 2000 Interactive Fiction Competition

The Trip is a rather clever title, for a few reasons. Of course, there’s the obvious double-entendre: not only does the main character go on a vacation-kind-of-trip (to Utah or Arizona, the game can’t seem to make up its mind which), he also indulges in several drug trips, courtesy of the marijuana and peyote found in his inventory at various points. However, beyond that simple pun, there’s also the fact that while the character is taking these trips, he is at the same time going nowhere. He’s graduated college, but hasn’t obtained gainful employment (one gets the impression he hasn’t looked very hard), and is sinking further into depression. In fact, both kinds of trip serve to underscore how stuck the character is; the trip he takes is to just hang out with his buddy (who the game describes as “just your average happy-go-lucky stoner”) and smoke a lot of dope, which doesn’t exactly seem like a promising route to get his life on track.

Even beyond this more subtle resonance, another trip occurs in this story, one that actually does get the character unstuck — it’s a spiritual journey, and one that couldn’t have happened without the other trips. The neatest thing about this last trip is the fact that the game sets it up so that it actually happens through traversal of the landscape. The source of spiritual enlightenment is physically moving from one location to the next, and the PC has to follow it from place to place in order for the spiritual journey to happen properly. This is a lovely example of how powerful it can be to map abstract or emotional concepts onto IF conventions.

Unfortunately, the bulk of the game doesn’t live up to the promise of its artful title. Spelling and grammar mistakes are strewn throughout it, and coding errors aren’t terribly uncommon either. I’d like to be really charitable about it, and suggest that the writing errors are simply the reflection of a character who isn’t very literate, sort of a very mild example of what Adam Cadre did in his Flowers For Algernon Textfire demo. However, if this is the intention, the style isn’t strong enough to put it over, and besides, some of the errors just aren’t in line with the way people talk. For example, when examining a lighter, we are told, “You once knew a guy who insisted that white lighters were bad luck, because something bad always happened to him when he was carrying him, but this theory holds no sway with you. You’ve never been a particularly superstition person.” “Carrying him”? “Superstition person”? These come across less as mannerisms of a subliterate stoner than as grammatical slips from a non-native English speaker. Mostly, they just come across as basic proofreading errors, and the presence of bugs in the code tends to confirm this theory. In addition to these cosmetic problems, there’s the fact that the spiritual stuff in the endgame just really isn’t all that weighty. To me, it came off as sort of a weak rehash of the Simpsons episode “El Viaje Misterioso De Nuestro Homer.” In your face, space coyote!

On the plus side, however, The Trip does contain what is by far the most realistic depiction of four guys sitting around getting baked ever to appear in the history of interactive fiction. This wasn’t the most exciting moment of computer gaming I’ve ever had, but it did have its own Bill-And-Ted-ish charm. That scene, along with several choice touches like the way the stoners react to Arches National Park (“That’s a big-ass rock, dude”) had me laughing quite a lot. Not quite as much as the characters in the scene, mind you, but laughing nonetheless. In the end, this game feels a lot like some trips can be: long stretches of mild enjoyment, boredom, or even disappointment and annoyance, punctuated by flashes of beauty and brilliance. Or at least, that’s what it felt like at the time.

Rating: 6.3

The Big Mama by Brendan Barnwell [Comp00]

IFDB page: The Big Mama
Final placement: 20th place (of 53) in the 2000 Interactive Fiction Competition

The Big Mama is an ambitious work with an intriguing structure and a strong sense of place. Somehow, though, it just didn’t work for me, and I think there are a few reasons why. For one thing, the protagonist has the same first name as me, which produced a strange experience that I don’t think any other piece of IF has given me. It’s an odd feeling to have the PC introduce himself as “Paul” and be addressed as such in a game that hasn’t asked for my name explicitly. I suppose that I wouldn’t find this offputting in and of itself if the PC was a character I could relate to. Unfortunately, he isn’t — I found him pretentious and grandiose. One of the most prominent examples of this pretentiousness is the PC’s insistence on constantly referring to the ocean as “the big mama” — one or two references of this sort would be fine, but when the game hammers at it over and over again, flying into rhapsodic soliloquies about how “It’s like some caring, artistic superior being has crafted this little coastline as an experiment in environmental beauty,” I start to get the feeling it’s trying to impress me with how deep and soulful the PC is, and I wasn’t that impressed.

Those kinds of details tend to make me roll my eyes a bit, and they’re everywhere in the game. Another example is the room description in which the PC reacts to a sign reading “Private beach: next 1.5 miles” by snorting “Stupid imperial measurement!” This is the sort of behavior trait that would annoy me if I found it in a real person — it strikes me as contrariness for the sake of it rather than for any rational reason, and when it’s divorced from any explanatory context, as it is with this PC, my initial response remains as my lasting impression. Meanwhile, the game is not only ascribing all these traits to me in the second person voice, it’s actually using my name to do so. Weird.

Oddly, the game’s very open-ended structure only served to underscore this feeling for me. At one point (when you type “score”), the author himself intrudes to insist that “it’s all up to you.” In fact, however, it isn’t. If you try to swim in the ocean, for instance, you are told “You’re a stand-on-the-shore-and-watch-the-waves-roll-in kind of guy, not a frolic-in-the-crashing-surf kind of guy.” When this happens, the game forcefully reminds me that despite its proclamations of freedom, the PC is never going to act like anything but the rather pompous character I was trying to steer away from. I can understand that there need to be some limits on what’s implemented in a game, but I’d rather not hear any claims like “it’s all up to you” unless those limits are very wide indeed.

That complaint aside, however, TBM‘s structure is absorbing. The game sports at least 39 endings (at every ending you reach, you are told “You have reached ending #[whatever]”, though the game rather coyly avers that “The total number of endings is a secret.” Anyway, I got to ending number 39, so I know that there are at least that many.) I played through the game about 20 times, and was impressed by the number of possible branches to take, though again I still felt disappointingly straitjacketed by the character’s consistency. If I had liked the character, I think would have spent even more time chasing down the various possibilities.

The writing in the game was well proofread — I think I only found one error (an it’s/its mixup) — and it was very effective at producing a strong sense of place for me. TBM provides quite a few vivid details for its beach setting, and when I closed my eyes after playing the game for an hour or so, I nearly felt transported. The actual style of the prose, on the other hand, felt just a little over-the-top to me at times, but this may have been a further outgrowth of my reaction to the PC’s perspective. In addition, TBM suffers unfairly in my mind because I can’t help comparing it to Sunset Over Savannah, one of the best-written IF games out there and certainly the best one to be set on a beach. I think another thing that deflated the power of the writing for me was that the game begins with a series of “light-hearted” admonishments by way of introduction, and I found this sequence irritatingly precious. That’s pretty much the story with me and TBM — there’s nothing wrong with it, particularly, but it just wasn’t my cup of tea.

Rating: 7.2

[Postscript from 2020: This game inspired one of my all-time favorite reviews ever written for a piece of IF, Adam Cadre’s review from rec.games.int-fiction, which I subsequently reprinted in SPAG. The whole thing still sends me into fits of helpless laughter. Also, the big mama.]

Chicks Dig Jerks by Robb Sherwin [Comp99]

IFDB page: Chicks Dig Jerks
Final placement: 31st place (of 37) in the 1999 Interactive Fiction Competition

[NOTE: There are some obscenities in this review.]

Yecch. After an hour of playing Chicks Dig Jerks, I feel like I’ve been swimming in sewage. The PC and his friends are some of the most repulsive human beings I’ve ever seen described, and spending time looking through their eyes was pretty sickening. Now, it’s clear that the author is aware of this fact. The game begins with a big banner reading, in part, “There are absolutely no role models in this game.” Fine. But if it was intended to be some sort of satire, it didn’t work, at least not for me. Perhaps some reader smarter than I am will explain how in fact the whole game brilliantly skewers the emptiness and horror of its protagonist’s life, but for me, that didn’t come across. Instead, it just felt like living some stereotyped nightmare for no particular reason. Remember those fratboys at the beginning of Photopia? This is basically an entire game from their viewpoint, with some off-the-wall supernatural stuff thrown in for no readily apparent reason. The fact that the game was loaded with bugs and writing errors didn’t give me much confidence that it had some sharp, intelligent viewpoint behind its ugly veneer, but I don’t think that’s the main reason why I found Chicks Dig Jerks so unpleasant. That reason can be summed up in one word: misogyny. The game’s fear and hatred of women starts at the title and just snowballs from there.

The game’s basic notion is that women come in two varieties. There’s the Dumb Chick, who is prey to the PC’s predator. She has no illusions about her status, and apparently likes it, because she’s attracted to men who will treat her like dirt. Then there’s the Evil Bitch, who hates all men and is out to kill them and/or drain them of their vitality, at least until she can find one strong enough to dominate her and turn her back into a Dumb Chick. The male characters wandering through this world have two basic goals: score with (i.e. fuck) the Dumb Chicks and avoid or kill the Evil Bitches. We see the former in the game’s first sequence, in which the goal is to get two phone numbers from a group of women at a bar. The PC does this by approaching them with the dumbest lines imaginable, and guess what? Because they’re even dumber then the lines, they think he’s cool and give him their numbers. Here’s what the PC has to say after accomplishing this goal: “Word up.”

Then one of the Dumb Chicks takes the PC home and they have “animal sex for the better part of the night.” Then the PC bolts, leaving “a little note” and his number. What a guy. Thus ends the Dumb Chicks portion of our show. Moving on, the PC then invades a graveyard (did I mention he makes his living as a grave robber?) where an Evil Bitch tries to kill him. He ends up killing her, which is too bad, because I was really rooting for her. Then he gets real sentimental because his best friend (male, of course) was killed in the battle. Damn those Evil Bitches and their short male accomplices! (The game also seems to have a problem with short men.) Damn them to hell!

There are two dreams described in the narrative which illustrate this dichotomy perfectly. In the first, the PC is lured into an unoccupied room by a seductive woman, and in the room he sees the dried, dead husks of all his male friends. Then the succubus drains him too, and sticks his skin to the wall with thumbtacks. You can probably guess which side of the coin she represents. Then, in the second dream, the PC is having a fight with his old girlfriend, who apparently was the one person with whom he didn’t act like total scum. She breaks up with him, and in remembering the breakup, he wishes he had given into his impulse to “rock the bitch’s world and leave her reeling and bleeding.” He also regrets all the time he didn’t spend “being an exciting, unavailable, uncontrollable asshole.” Hey Avandre, here’s a hint: if your girlfriend left you because you weren’t enough of a jerk, the answer isn’t to be more of a jerk. The answer is to FIND A SMARTER GIRLFRIEND! But that might be too much to ask of this character — a woman who he sees as a human and who is as smart as or smarter than him would just be way, way too scary.

Speaking of scary, let’s talk about this game’s code. At one point a character playing a video game exclaims in frustration, “This fucking thing has more bugs than a tropical swamp!” I had to smile at this, since the sentence (with the exception of the expletive) is lifted almost verbatim from a SPAG review of the author’s last game, Saied. The description is also apt for Chicks Dig Jerks. Unless you go through the game exactly as described in the walkthrough, you will find bugs. At one point, I was talking to a character, and one of my conversation options actually put me back in a previous scene. That scene went differently, and then I had to sit through the whole “animal sex” thing again. At another point, two characters are described as being disintegrated, then proceed to take some actions in the following paragraphs, then get re-disintegrated. There’s an item you can pick up, and no matter where in the game you pick it up, the description always indicates that you find something else under it, even if the thing you supposedly find is already in your inventory. You get the idea — examples abound. Chicks Dig Jerks is the Cattus Atrox of the 99 competition — I had a strong reaction to it, and that reaction was: I never want to see this game again.

Rating: 1.9

[Postscript from 2020: Adam Cadre wrote a contrarian review of this game in which he asserted it has “the best writing of any game in the comp.” Since then, Sherwin has proved to be one of the stalwarts of modern IF, releasing several full-sized games and even packaging them commercially. I wrote a long, appreciative review of his game Cryptozookeeper, which no doubt I’ll post here at some point. In it, I described the friendship Robb and I have developed: “Belying the outrageousness of his writing, the man himself is a gentle, witty, soft-spoken presence, a real mensch who’s done me many a good turn over the years.” Funny old thing, life.]

About my 1999 IF Competition reviews

Photopia was a meteorite. It landed, and changed everything. I would argue that it was Adam Cadre’s 1998 comp-winner that moved interactive fiction out of Infocom’s shadow once and for all. In a swift, brilliant stroke, it proved that IF could be popular and artistically successful without puzzles, without linear time, and to some extent without meaningful choices. Assumptions molded by IF’s commercial history melted away in Photopia‘s light.

That change had a huge effect on the 1999 competition games. In my reviews I found myself referencing Photopia the way I used to reference Infocom, as a benchmark that set expectations for both authors and players. That year’s comp was full of Photopia-alikes, most of them pretty unfortunate. It’s a bit reminiscent of how in the comics world, the excellent landmarks of Watchmen and The Dark Knight Returns set off a 15-year wave of “grim and gritty” superheroes, from authors and editors who thought those books were successful because they were dark rather than just both dark and successful.

Photopia was also a high-profile breaker of formal boundaries in IF, but it was far from the only one. 1999’s comp saw formal experimentation blossoming in lots of really interesting ways, and in reviewing the games I found myself evolving a terminology for how to talk about aspects of IF that the games were teaching me to understand. For instance, this year is where I started talking about levels of nouns. Quoting from my review of Hunter, In Darkness: “In this terminology, first-level nouns are those nouns that are mentioned in room descriptions. Second-level nouns are those nouns mentioned in the descriptions of the first-level nouns. Third-level nouns are in the second-level noun descriptions, and so on. The deeper these levels go, the more detailed and immersive the textual world.”

Unfortunately, this year also saw a wave of buggier, more broken games. Where Comp98 had 27 games, Comp99 had 37, and much of the difference was made up by substandard clunkers that were turned in before they were ready for public consumption. My opinions about this got shriller and shriller the more of these games I had to endure.

I was fully invested in contributing to the world of IF criticism at this time, so much so that I had become the editor of the SPAG webzine shortly before the 1999 competition. I’d continue in that role for about six years, collecting reviews and essays, and publishing issues more or less quarterly. My biggest annual IF effort and commitment, though, remained the competition. I wrote these 37 reviews in the space of six weeks, and although there was a fair amount of chaff, finding a great game still thrilled me like nothing else.

I originally posted my reviews for the 1999 IF Competition games on November 16, 1999.

Photopia by Adam Cadre as Opal O’Donnell [Comp98]

IFDB page: Photopia
Final placement: 1st place (of 27) in the 1998 Interactive Fiction Competition

If there was a prize for “competition game most mentioned on the newsgroups before the deadline had passed,” Photopia would win hands down. Everyone was quite courteous about it, spoiler warnings and rot13 and all that, but there was a marked impatience to talk about this game, recommend it to other people, make it the test case in any number of arguments. There is a reason behind this impatience: Photopia is an amazing piece of work. It’s also very hard to talk about without giving spoilers away, so please forgive me if I’m a little vague in my language. One of the most brilliant aspects of the game is its plotting. It has what Adam Cadre, in an unrelated discussion, called a Priest plot, named for writer Christopher Priest. I don’t know if this is a term that Adam just made up, but it’s a useful term nonetheless. It refers to a plot which just gives you fragments, seemingly unrelated to each other, which coalesce at (or towards) the end of the story. When the fragments come together, and you figure out how they relate to one another, the result can often be surprising or revelatory. When they came together in Photopia, I found the revelation quite devastating. I won’t say too much more about this, except to say that it wasn’t until the end of Photopia that I realized what a truly incredible, powerful story it is. It’s the kind of thing where when you’ve played it all the way through once, you can then replay it and all the pieces fall into place, everything interlocking from the beginning in a way you can’t understand until the end. I think that this is the game that opens new frontiers of replayability in interactive fiction — I needed to play through Photopia twice in order to see all the text again, knowing what I knew after the end of the game.

Actually, I hesitate to call Photopia a game, but not because it failed to live up to a standard of interactivity. It’s just so patently clear that Photopia is not interested in puzzles, or score, or some battle of wits between author and player. Photopia is interested in telling a story, and it succeeds magnificently on this count. Unfortunately this deprives me of the use of the word “game” in describing it — perhaps I’ll just call it a work. In any case, it’s a work that anyone who is interested in puzzleless IF should try. At no point was I even close to getting stuck in Photopia, because the obvious action is almost always the right one — or else there is no right action and fated events occur with heavy inevitability. Oddly enough, this creates a strange contradiction. I was on ifMUD looking for a word to describe the plot of this work (I couldn’t think of the phrase “Priest plot”) and someone said, jokingly, “linear.” But actually, that’s true. Despite the fact that it’s completely fragmented, and despite the fact that it jumps around in time, space, and perspective, Photopia is a linear composition. There’s only one way to go through it, and the player has little or no power to make it deviate from its predestined course. I think the reason that this didn’t bother me, that in fact I liked it, is precisely because Photopia isn’t a game. Because it is a story, the emphasis is taken away from a teleological model, where the player tries to steer for the best outcome. Instead, you’re really just along for the ride, and the ride is one not to be missed.

Now, this is not to say that Photopia may as well have been a short story rather than interactive fiction. In fact, it takes advantage of the capabilities of the medium in some very inventive and almost unprecedented ways. One of the foremost of these is its use of color — each section of the game (oops, there’s that word again. Make that “the work”) is presented in a preset color, and these colors also play a part in the Priest plot. I understood their function by the end of the piece, and once I understood, I knew exactly why they were there and how much they enhanced the storytelling. Unfortunately I found the colored text a little hard to read at times, especially the darker colors on a black background, but I wouldn’t go back and play it in blue and white. The colors, like everything else in Photopia, worked beautifully, adding artfully to the overall impact of the story. The work is interactive in other important ways as well. In fact, in many aspects Photopia is a metanarrative about the medium of interactive fiction itself. Again, it wasn’t until the end of the story that I understood why it had to be told as interactive fiction. And again, to explain the reason would be too much of a spoiler. I have so much more I want to talk about with Photopia, but I can’t talk about it until you’ve played it. Go and play it, and then we’ll talk. I promise, you’ll understand why everyone has been so impatient. You’ll understand why I loved it, and why I think it’s one of the best pieces of interactive fiction ever to be submitted to the competition.

Rating: 9.9

Downtown Tokyo. Present Day. by John Kean as Digby McWiggle [Comp98]

IFDB page: Downtown Tokyo, Present Day
Final placement: 10th place (of 27) in the 1998 Interactive Fiction Competition

Another very short (Textfire-length) game, Tokyo was originally intended for submission to Adam Cadre’s Chicken-Comp, but the author didn’t finish it in time. All the better for us, because the game is funny and entertaining, and still finds a little time to be innovative as well. With a game this short, it’s hard not to give away plot spoilers in any extended discussion, but I’ll try to be as discreet as I can. I’ll only say as much as this: Tokyo is a very funny spoof on a beloved Japanese film genre (and it’s not martial arts movies), one which often features the city of Tokyo (or the rubble thereof) as a setting. Considering this was originally intended to be a Chicken-Comp game, you can probably imagine how it works. There are several reasons why Tokyo is fun, not the least of which is the writing. Random description “events”, while having no effect on the main storyline, give the chaotic scenes an antic charm, and the depictions of movie clichés should bring a knowing smile to the face of any film buff.

One interesting experiment in Tokyo is its use of a split PC. In other words, the player actually controls the actions of two characters, both a rather anonymous individual watching a movie and the hero of that movie. This is an imaginative idea, and it sometimes works very well. At its best, Tokyo evokes the kind of split consciousness that actually happens while watching a movie. We are present, in the theater, there with the plush seats, the popcorn, and the people around us. But once we become immersed in the movie, we are inside of it as well. We forget about the theater and become part of the story, at least until the baby behind us starts crying, or the teenagers in the front make a wisecrack. However, the game is not always at its best. The split focus creates some confusion as to how commands will be interpreted — you can never be sure whether your command will be executed by the viewer or the hero. This generally doesn’t cause a problem, but it might have worked better if the transitions were smooth and complete, and the only interruptions happened outside of the player’s control. In addition, the standard library has been mostly unmodified, so that its messages remain mostly in the second person voice. When that’s the voice of the entire game, this is not a problem, but Tokyo asks second person POV to take on the special duty of signaling that the viewer, rather than the hero, is reacting. Consequently, messages like “You can’t see any such thing” (rather than “Our hero can’t see any such thing”) can create a little confusion.

Finally, I can’t review Tokyo without mentioning its graphics. No, it’s not a z6 game, but Tokyo has some surprises up its sleeve. Finding them provides some of the funniest moments of the game. Tokyo does a great many things well, and is one of the better short-short games I’ve played. Again, it’s a bit disappointing when a game this enjoyable ends so soon — I think this concept had quite a bit more mileage in it than was used by the author. Still, I enjoyed it while it lasted — it won’t entertain you as long as the average summer blockbuster movie, but it will probably entertain you more.

Rating: 7.9