PAX East Part 2: There’s More At The Door [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the third in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly and the links ever so much more.]
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After some suite chat, 2:00 rolled around, which was the time PAX was officially supposed to open. So a large contingent, myself included, headed con-wards. My first and most lasting impression of PAX is: PEOPLE. People, people, and also, more people. Behind them are other people, who block your view of the people already inside, and if you turn around, you can see a long line of people, stretching back farther than you can see. I feel like if I’d missed my plane, I could probably have walked a couple of blocks from my house in Colorado and gotten in line for the PAX keynote with Wil Wheaton. Good lord, there were a lot of people.

Serious luck was on my side, as I had Rob Wheeler along to act as my Virgil through the utterly overwhelming and confusing human ocean that was the PAX entrance. He’d attended the Seattle PAX the previous Fall, and had also scoped out the scene beforehand to pick up his Speaker badge. (More about that later.) He helped me navigate my way into a long entrance queue, along with Sarah Morayati, a very friendly (and talented, I later discovered) woman who came on the scene in the last few years.

Meeting Sarah was my first taste of a feeling that was to get very familiar over the next couple of days. I am, I discovered, Unfrozen Caveman IF Guy. It’s as if I’ve been in suspended animation for the last five years, and I thawed out at PAX, like Captain America looking up at the Avengers and thinking, “Who are you guys?” When Dante was born in 2005 (and really, a little before, as we were preparing for his arrival), I withdrew pretty thoroughly from the IF scene. I handed SPAG over to Jimmy Maher, I pretty much stopped writing reviews, I stopped reading the newsgroups, and I stopped visiting ifMUD. There have been exceptions here and there — my review of 1893, for instance, or my work with Textfyre — but for the most part, I have been absent. It turns out that a lot can happen in five years! I’m excited but a bit overwhelmed at how much there is to catch up on.

Speaking of overwhelming, when the line finally moved into the convention proper, we quickly heard that we wouldn’t make it into the keynote. We connected up with Stephen, and headed into the expo hall. This is about the point when sensory overload started attacking my brain cells, making it impossible for me now to retrieve my memories of who was where when. I know there was a group of us, and we met up with another group, and Mark Musante was there, and Jacqueline Ashwell was there, and Iain Merrick was there, and Dan Shiovitz was there, other people I don’t know very well were there, and probably lots of others I do but everything is blurring together because have I mentioned that good god there were a lot of people?

In the expo hall, there was also a lot of noise and sound. Wait, make that A WHOLE GODDAMNED LOT OF NOISE AND SOUND!!! And people. Of course. We watched Rob play Dante’s Inferno, which apparently involves Dante kicking lots of ass and not, as someone pointed out, fainting a lot, the way he does in the book. We watched Stephen play some game that involves falling and is impossible to Google because its name is something like “AaaaaAAaaaAAAAaaAAAAAa!!!!” We saw lots of booths and bright colors and LOUD SOUNDS and so forth. You get the idea.

After some time, I went with a subgroup of people to attend a 4:00 panel called “Design an RPG in an Hour.” It was crowded! I ended up leaning against the back wall. The panel was more or less like improv comedy, except take out the comedy and put in its place boilerplate RPG elements. What will our setting be? What is the conflict? Who are the protagonists and antagonists? What are their special traits? (i.e. What will their stat categories be?) It was pretty well-done, albeit dominated by what Stephen accurately termed “goofy high-concept stuff” from the audience. For instance, the guy shouting out “talking dinosaurs!” got a round of applause. I was happy to be there in any case, because there was a 5:30 panel on IF that would be in the same room, so I figured we’d stake out the good seats.

Now, this is a very cool thing. Some IF community folks pitched the idea of a PAX panel called “Storytelling in the World of Interactive Fiction,” and to our general delight, the PAX organizers made it part of the official con schedule! Going to this panel was one of the main reasons I wanted to come to Boston. So when it became apparent that PAX enforcers would be doing a full room sweep to prevent the very camping behavior I was counting on, it was time to make a new plan — and apparently, there was quite a line forming. So we snuck out before the panel ended to get in line.

And my goodness, it’s a lucky thing we did. When I first saw the room, I couldn’t imagine how we’d fill it with people wanting to hear about IF. But after we took our seats (which were quite good), people started to flow in. And then more came. And then more. The chairs: filled. The walls: filled. The aisles: filled.

THEY WERE TURNING PEOPLE AWAY.

I get chills again as I write it. I mean, I’m very sorry for the people who got turned away. I met several of them over the course of the weekend, and they were quite disappointed. But holy shit, what hath PAX wrought when we can cram a huge room with people interested in our medium, with tons more hoping to get in? It was stunning, absolutely stunning.

The panel itself was great. It consisted of some of our best: Emily Short, Andrew Plotkin, Robb Sherwin, Aaron A. Reed, and Rob Wheeler moderating. I won’t try and recap the panel, except to say that it was wonderful to hear sustained, intelligent, live discussion of IF. The charming Jenni Polodna, another arrival during my years on ice, wrote some very thorough notes about it, and Jason Scott filmed it, so you’ll probably be able to see it yourself sometime. Which, if you were one of those turned away, might help a bit.

All I know is that at the end, I felt like I had a whole lot of games I needed to play.

Top 10 IF games to play if you’ve been in suspended animation for the last five years

1. Blue Lacuna by Aaron A. Reed

2. Violet by Jeremy Freese

3. The games of the JayIsGames IF Comp

4. Lost Pig by Admiral Jota

5. Make It Good by Jon Ingold

6. De Baron by Victor Gijsbers

7. Alabaster by a Emily Short and also a whole boatload of people.

8. The Shadow In The Cathedral by Ian Finley and Jon Ingold. [Hey, one I’ve played! I was even a tester for it!]

9. Floatpoint by Emily Short

10. Everybody Dies by Jim Munroe

Pass The Banana by Admiral Jota [Comp99]

IFDB page: Pass the Banana
Final placement: 33rd place (of 37) in the 1999 Interactive Fiction Competition

Ooooo-kaaaaay. This must be what Sins Against Mimesis felt like to people who hadn’t read the IF newsgroups. Pass the Banana, near as I can tell, is a little collection of in-jokes originating on ifMUD. I’m basing this conclusion on the fact that the one location in the game is an Adventurer’s Lounge. I certainly recognize that from ifMUD. The three characters in the game are a giant flaming head, a monkey, and Melvin the Robot. These ring faint bells for me. I think I’ve seen some of those things on ifMUD once or twice. The nine objects were all, well, bananas. I’ve never seen any bananas on ifMUD, but hey, where there’s a monkey… I’m not a very frequent visitor to the MUD, though, so my associations with these things are very tenuous indeed. You start out the game with nine bananas, and the object seems to be to get rid of them all. As the title suggests, you can’t just drop them or throw them — you have to pass them to the other characters in the room. So I passed all my bananas and won the game with a rank of “Master of All Bananas”. I even managed to get that Last Lousy Point, one of the few things in the game whose joke made sense to me.

The game, for what it is, is well-implemented. There are a number of funny responses which require no inside knowledge to enjoy. For example, the room description mentions that seating is plentiful, but when you try to sit down, the game tells you “It may be plentiful, but it’s also only scenery.” Once the bananas get going, there are a myriad of random responses for each character, including an array of each for passing, receiving, and attempting to eat bananas, as well as whiling away the time. I found no bugs, at least not as far as I could tell, though in a situation like this it’s difficult to tell what a bug is. For example, this sentence kept popping up: “The giant flaming head 712 looks bored.” Now, that looks to me like some garbage numbers in the middle of the sentence, but then again the whole scenario is pretty meaningless to me, so for all I know 712 could be a reference to yet another ifMUD joke. Ho ho ho. I can say for certain that I saw no grammar or spelling errors in the game.

I did my riff on in-jokes when I wrote my review of Sins Against Mimesis in ’97, so I won’t revisit it in depth now. Basically, the good thing about in-jokes is that they strengthen the sense of community that comes from shared reference points. The bad thing is that, to an outsider to that community, the in-jokes feel like closed gates, whose guards snicker, “We know something you don’t know!” It was interesting to experience an in-jokey IF game from the perspective of the outsider, especially since I’m someone who considers myself a member of the IF community. The experience underscored my growing understanding of the effects that the ifMUD has had. The MUD has done a lot to bring the community together, including providing realtime hosting for the XYZZY awards and the Implementor’s Lunches. However, it has also attracted a subgroup of IF devotees, people who apparently hang out on the MUD for great swaths of time and discuss whatever comes to mind. This group has developed its own dynamic, its own references, and in some cases even its own cant. It’s not a group I ever see myself being a part of, since I don’t have a great deal of spare time as it is, and that which I devote to IF goes to SPAG or my own work in progress (or to writing long, boring reviews of tiny little comp games). Plus, the lure of hanging out on the MUD is so seductive that I know I can’t let myself get hooked, lest it become a huge suckhole of my time. So I guess I’m not going to get those in-jokes anytime soon. Perhaps someone could offer translation services, or provide a key with the explanations (such as they are) behind ifMUD in-jokes? If this doesn’t happen, I guess I’m doomed to further confusion, as mysterious missives continue to emanate from the Adventurer’s Lounge.

Rating: 2.5

[Postscript from 2020: Mike Roberts (the creator of TADS) wrote a hilarious review of this game for SPAG, including the memorable line, “Other games in this year’s competition might have more plot, more puzzles, or more elaborate settings, but none have more bananas.”]