Journey From An Islet by Mario Bencroft [Comp01]

IFDB page: Journey From An Islet
Final placement: 12th place (of 51) in the 2001 Interactive Fiction Competition

First of all, how big a coincidence is it that I’m playing two games in a row penned by New Zealanders? Are we seeing the harbingers of a Kiwi revolution in IF? Well, maybe not. Journey From An Islet isn’t a bad game, but it doesn’t give much context for either the PC or the story, and the result feels a bit like walking around in a painting. The beginning of the game deposits you on a mountaintop, with only these words by way of introduction:

You have seen many strange and wonderful places in your travels, but
the world where you have fallen remains quite dark and enigmatic.
What will time bring; how will you continue your journey...?

Fair questions, but I was hoping I could get some others answered, like: “Who is the PC?”; “Why is he/she traveling?”; “How did he/she get to this islet in the first place without a boat or something?” These questions never got answered — not even close, really — and consequently I felt pretty disconnected from the gameworld even as I explored it. Granted, even some of the most revered IF offers empty PCs and no explanations, but those games (like the Zork series) tend to offer an absorbing setting and tons of clever puzzles, which help shift the emphasis away from questions about the story. Journey is pretty sparse in every department, and I found it pretty hard to engage with.

Actually, I should amend my earlier statement. The game isn’t sparse in every department — one thing it provides is a fairly thorough implementation of first-level nouns. Of course, given that most of the game concerns itself with describing a pretty landscape, most of those nouns have to do with the landscape, too. Usually, I find exploration satisfying, and feel pleasantly immersed by deeply-implemented description, but for some reason, this game’s text just left me cold. I think perhaps that vivid, forceful landscape description is a lot harder than it looks. Take, for example, the game’s description of a mountain path overlooking a forest:

Southwestern mountainside
A narrow path twists dangerously around cliffs and chasms as it
passes down the mountainside. Protruding crags cast weird shadows
against the snow. A dark green carpet of dense treetops rolls across
the west, smothering the ground, not penetrated by sunlight.

Compare this with a similar passage from Andrew Plotkin‘s A Change In The Weather:

Rocky Outlook
A wide angular tongue juts out from the hillside. The park stretches
off to the north and west, a vast expanse of bright meadowland,
patched with dark woods and stitched with streams that glitter in the
sunlight. In the distance, a lake reflects white fire from the
setting sun.

In the first passage, the room name is as one might identify the spot on a map, while in the second, the name reflects the direct experience of the PC. In the latter passage, we get striking, original images — a “tongue” of rock, a lake of white fire — whereas in the former, the images are flatter, more clichéd: “weird shadows”, a carpet of treetops. Finally, Plotkin maps inanimate landscape features onto active verbs, further strengthening the imagery by relating the woods to patches, the streams to stitches. The Bencroft passage attempts the same trick by having the treetops “roll across the west”, and indeed that’s a stronger point of that passage, but the sentence ends up tripping over itself by throwing a final descriptive clause that is too distant from its object and unlinked by any connective phrases, making us pause to figure out whether it’s the ground or the treetops that the sunlight isn’t reaching. And once we’ve made that pause, we have to wonder: how is it that we know from way up on the mountain whether or not the sunlight is penetrating the trees beneath?

I don’t intend that breakdown to demonstrate that Journey‘s prose is awful — in fact, it’s quite serviceable throughout. However, while serviceable prose describing a puzzle can be pretty transparent, it is unable to carry landscape descriptions all on its own; these require something stronger. For this reason, I was most engaged with the game when it was describing puzzles, and least so when it was in its more common contemplative, exploratory state. Between the flat writing and the lack of context, I found it difficult to care what was going on in the game — it all seemed a little arbitrary.

The game employed some visual tricks that were helpful. Crayon sketches were scattered judiciously throughout, and unlike Arrival‘s crayon-work, these sketches had the effect of creating a soft, watercolor ambience rather than a childlike one. Also, the game selects the background color based on the time of day, and this too is an effective trick. Still, these techniques weren’t enough, for me, to counterbalance the sluggish prose, and I left the game feeling pretty unmoved. I know from experience that about the only way to become a better writer is to practice, and I look forward to seeing the author’s next game, to see that improvement in action.

Rating: 5.3

The Djinni Chronicles by J.D. Berry [Comp00]

IFDB page: The Djinni Chronicles
Final placement: 14th place (of 53) in the 2000 Interactive Fiction Competition

A favorite trick in Interactive Fiction, especially short works like those that appear in the comp, is to make the PC some kind of unusual or non-human creature. We’ve seen it with animals, as in Ralph and A Day For Soft Food. We’ve seen it with monsters, as in Strangers In The Night or Only After Dark. We’ve seen it with children, as in The Arrival and On The Farm. A Bear’s Night Out did it with a plush toy. In the freaky realms of Rybread, we’ve even seen it with things like car dashboards.

When the game is written competently and sufficiently debugged, this trick often works remarkably well, even better than its static fiction equivalent might. Why is that? I think it’s because IF has an advantage over static fiction in the area of character identification. When you’re reading a book, you may read third-, first-, or even second-person accounts of a particular entity’s exploits, and with sufficiently effective writing and characterization, you may even identify with that entity quite strongly despite its non-human traits, but no matter what you are still watching that entity from a distance. IF, however, literalizes the process of identification one step further. Not only does the prose put you in someone else’s head, you actually have to guide the choices of that someone.

I’d submit that when a reader is compelled to guide a character’s actions, especially if there are puzzles involved, that reader will try to think like that character would think. When this happens, the identification process has reached a place where static fiction can rarely take it.

It is exactly this place that The Djinni Chronicles limns with skill and imagination. The game puts the player in charge of a succession of spirits, each of whom has a unique method of interacting with humans and the physical world. These spirits perceive reality quite differently from corporeal beings like ourselves, and the game leaves it to the player to figure out just what those differences are. Luckily, it provides enough clues (and sometimes even outright explanations) that if you’re paying attention, you should be able to get the basic gist of how the system of djinni magic works.

This system is ingenious in several ways. First, it is quite alien from conventional portraits, which only makes sense, since those portraits have always been from the point of view of the summoner rather than the summoned. Second, despite its unfamiliarity, it makes perfect sense, or at least it did to me, as a plausible explanation for spirit magic. It uses the logic of “undercurrents”, in the game’s terminology, to explain things like why a djinn’s blessing can so often be accompanied by a curse — humans always ascribe a malevolent motive to such curses, but the game suggests that this may be just because we’ve never known the djinn’s side of the story. Finally, the system works well on a gaming level — Djinni Chronicles tells an interesting story that fits many folktale motifs, but doesn’t forget to be a computer game at the same time.

If it sounds like I was impressed by the game’s magic system, that’s because I was. To my mind, it did an excellent job of combining story and game into a seamless unit, providing fertile ground for puzzles that always made sense within the context of the story. Best of all, the system really made me feel like I understood what it was like to be a magically summoned spirit, and also why it is so difficult for humans to understand why such spirits so often bring more misery than happiness to their human summoners. The writing helped further this character identification, such as in this passage:

Vault Entry Room
The location of my summoner was a room between the surface of the
world [physically west] and a complex of vaults [physically east].

The room was a trap for physical beings. On one side of the room, a
portcullis barred the way to the outside. To the other were the
vaults for storage. A patterned stone wall blocked their unauthorized
access.

This description does a lovely job of tracing the outlines of a location, because the spirit wouldn’t care about the details, while still giving its human reader a fair impression of the location’s real purpose. The game also indulges in judicious use of made-up synonyms for familiar concepts, thereby deepening our sense that the djinn population sees what we see, but through very different eyes.

I mentioned that the puzzles are integrated well into the story — they are also pitched at just the right difficulty level, or at least they were for me. I often found I had to think carefully, to think like the djinn I was directing, and that when I did so, I was properly rewarded. This experience added further to my sense of immersion in the PCs, since I never had to break the spell by consulting the walkthrough.

The game wasn’t perfect — a few typos lurk here and there, a section of verse has badly broken meter that jars against the elegance of the spirit world, and the routine that causes death when a certain point score drops too low is always one turn behind. Overall though, Djinni Chronicles puts a new spin on a well-loved IF gimmick, and makes it work like a charm.

Rating: 9.4

On The Farm by Lenny Pitts [Comp99]

IFDB page: On the Farm
Final placement: 7th place (of 37) in the 1999 Interactive Fiction Competition

Like last year’s Arrival, On The Farm casts the PC as a small child. You’ve just been dropped off to spend two interminably boring hours on your grandparents’ farm. (No, the game isn’t interminably boring. That’s just a bit of characterization.) What’s worse, Grandma and Grandpa are in the middle of a fight with each other, and you have to try to find some way to help them make up. When so many IF games take place in science- fictional or fantastic settings, it’s quite refreshing to play a game that is firmly grounded in the real world. Even better than that, the setting is fully realized, to an impressive level of detail. Most all of what I call the first-level nouns (that is, nouns that are mentioned in room descriptions) are implemented with descriptions. The writing is crisp, conveying an excellent sense of place. Lots of details are present, not because they somehow serve the game’s plot, but simply because they bring the farm and its environs to life more vividly.

Yes, there are some problems in the writing as well. There’s the occasional comma splice or punctuation stumble, and from time to time the sentences seem to lose their rhythm, foundering like a lame horse. In addition, the prose sometimes descends into a sort of juvenile, scatological humor that works against the sincere tone of the rest of the game. Despite these few flaws, in general the game’s prose achieves a satisfying clarity. I grew up in suburbia, and my ancestry is decidedly urban, so I’ve never experienced firsthand most of the game’s referents. Nonetheless, after playing On The Farm I really have a sense that I’ve been there.

The puzzles, too, are mostly rather clever, and feel quite original. In particular, there is one multi-step puzzle which is integrated seamlessly into the game’s setting, so that it feels organic rather than tacked-on. Each component of this puzzle makes sense, and the feeling of solving it is quite satisfying. This is the main puzzle of the game, and it makes a very good linchpin. There are also a number of optional puzzles, which do little or nothing to advance the plot, but which deepen the characterization of the PC or enrich the setting. These are optional puzzles done right — they don’t feel like padding, but rather like fruitful avenues which branch off the main drag, rewarding exploration with further knowledge. There was a moment where I found myself quite skeptical (in the rope-cutting puzzle), and another where the default messages for some objects misled me into thinking that certain things weren’t important when they actually were (the levers puzzle.) However, such breaks of mimesis in the puzzles were the exception rather than the rule in On The Farm.

The other thing that interested me about On The Farm is the way it chose to characterize the grandparents. First of all, depiction of elderly people in IF as anything other than drunkards, lunatics, or the butts of jokes is noteworthy in itself. But let’s think a little more about these grandparents. They obviously have been married for a great many years, and yet they still bicker and argue with a great deal of intensity. Their age might suggest that they’d be rather conservative and prim, but instead they seem, if anything, rather earthy. The area around Grandpa’s chair is covered with tobacco juice stains because he “no longer has the range to clear the edge of the porch.” When the PC sees his grandmother after having entered a manure pit, she exclaims “you’re covered in shit!” They are by turns affectionate, nagging, and abstracted. In fact, they act a lot like real people. I guess what I’m driving at here is that the game does an effective job of giving depth and life to its NPCs by making choices that go against stereotypes. Because the grandparents in On The Farm don’t always do what we might expect, they seem just a little more real. In fact, the same might be said for the game itself.

Rating: 8.4

Six Stories by Neil K. Guy [Comp99]

IFDB page: Six Stories
Final placement: 3rd place (of 37) in the 1999 Interactive Fiction Competition

Six Stories bills itself as “multimedia interactive fiction”, and the billing is no exaggeration. Last year’s Arrival began to take advantage of the graphics and sound capabilities of HTML TADS, and Six Stories takes that development the next step. The game includes photographs (both of scenery and objects), graphical backgrounds, and voice-over narration. Inclusion of multimedia elements always makes me a little nervous, because it’s an ambitious decision that, it seems to me, takes a great risk of making the work look amateurish. Nonetheless, Six Stories‘ multimedia components combine to fashion an IF experience that is atmospheric and powerful in ways heretofore untouched by text adventures. Particularly impressive is the introduction, which is a knockout. The game begins as you are driving your small car over treacherous roads through the mountains of southern British Columbia. Without warning, a blizzard overtakes you. The blinding headlights of an oncoming truck stab through the darkness, and you dim your brights in courtesy. The truck roars by, and when you pull the lever to turn the brights back on, the lever comes off in your hand, extinguishing all light. Your car veers out of control and plows into the snowbank by the side of the road. You turn the key to restart the stalled engine — no response. Even all by itself, this is a terrifically arresting concept with which to begin a story. When the game delivers it on a dark background, a voice-over narrating as the screen displays slides of the car, the road, and the crash, the experience feels like it could be part of any commercial adventure game released today.

It’s not perfect, of course. The voice-over feels a little rushed, and the narrator’s Canadian accent is sometimes a bit distracting. In general, it’s clear that the voice-over portions of the game, while quite good for amateur work, were clearly done by amateurs rather than professional actors. On the other hand, the photography (at least to my untrained eye) looked quite accomplished, and the other graphical elements, such as the backgrounds and the status line, were very well chosen. For a game that isn’t a product of a mainstream company, Six Stories‘ graphics and sound maintain a remarkably high level of quality. In particular, some of the photos accompanying the game’s eponymous “stories” were just gorgeous. Multimedia represents a daunting challenge to the prospective IF developer, because it adds whole new layers of artistic forms, each of which could sink the game if it’s not up to snuff. IF writers already face the difficult demands of combining quality writing and design with good programming; as difficult as it is to both write well and program well, how much more difficult then to be also a good photographer, a good actor, a good sound technician, and to be skilled with all the software necessary to get these things in digital forms? I can’t imagine we’ll see too many multimedia text games that approach the level of Six Stories, simply because not only must it have been a hell of a lot of work to take all the pictures, record all the sounds, do the appropriate tweaking with Photoshop, SoundEdit, etc., and write the code that gets all these things going together, but I can’t see many developers doing all these things as well as Guy manages to do them.

All this fulminating about the multimedia aspects of the game probably makes it sound like I’m trying to avoid talking about the writing. Rest assured I’m not. Six Stories is a rather brief piece of work, but it is very well-written. The descriptions are moody and memorable, and the stories it tells create a wonderful air of folk tale while at the same time maintaining a refreshing originality. The game’s one puzzle is very clever, though one part of it did feel like a bit of a “guess-the-verb” to me. Here’s a hint: if you’re stuck, you’re probably not being specific enough about a particular action. The whole thing feels more or less like an excuse to put together some impressive visuals and oral storytelling, but the result is no less moving for all that it seems rather arbitrary. Six Stories is one of the biggest downloads of the competition (it may be the biggest — I haven’t checked), but it’s worth every second.

Rating: 9.3

The Arrival by Stephen Granade as Samantha Clark [Comp98]

IFDB page: Arrival, or Attack of the B-Movie Clichés
Final placement: 4th place (of 27) in the 1998 Interactive Fiction Competition

The Arrival is the first HTML-TADS game I’ve ever played, certainly the first competition game ever to include pictures and sound. I was quite curious as to how these elements would be handled, and maybe even a little apprehensive. I wasn’t sure that a lone hobbyist could create visual and musical elements that wouldn’t detract from a game more than they added to it. But Arrival dispelled those fears, handling both pictures and sound brilliantly. The game’s ingenious strategy is to cast an 8-year-old as its main character, which makes the fact that most of the graphics are really just crayon drawings not only acceptable, but completely appropriate. Just for good measure, the game chooses “Attack of the B-Movie Clichés” as its theme and subtitle, thereby making the cheese factor of the special effects (which is pretty high) actually enhance the game rather than embarrass it. The pictures are delightful — the crayon drawings evoke a great sense of childhood and wonder while continuing the humorous feel of the whole game. The spaceship (two pie plates taped together) and the aliens (in the author’s words “the finest crayons and modelling clay $2.83 could buy”) are a scream — I laughed out loud every time I saw them. The game also includes a couple of very well-done non-crayon graphics, one an excellent faux movie poster and the other a dead-on parody of a web page, both of which I found very funny. The sounds, though sparse, are equally good — the sound of the alien spaceship crash-landing startled the heck out of me. I’m not used to my text adventures making noise! But a moment later I was laughing, because the noise was just so fittingly silly.

However, all the funny pictures and sounds in the world couldn’t make Arrival a good game if it wasn’t, at its core, a well-written text adventure. Luckily for us, it is. The game is full of cleverly written, funny moments, and has layers of detail I didn’t even recognize until I read the postscript of amusing things to do. The aliens, who bicker like a couple of married retirees touring the U.S. in their motor home, are great characters. Each is given a distinct personality, and in fact a distinct typeface, the green alien speaking in green text while the purple alien has text to match as well. If you hang around the aliens you will hear quite a bit of funny dialogue, and if you manage to switch their universal translator from archaic into modern mode, you can hear all the same dialogue, just as funny, rewritten into valley-speak. The game has lots of detail which doesn’t figure in the main plot but creates a wonderfully silly atmosphere and provides lots of jokes. For example, on board the ship is an examination room, where by flipping switches, pulling levers, or turning knobs you can cause all sorts of machinery to pop from the walls and perform its function on the gleaming metal table, everything from laser beams to buzz saws to Saran Wrap. In addition, Arrival is one of the better games I’ve seen this year at unexpectedly understanding input and giving snarky responses to strange commands, which has been one of my favorite things about text adventures ever since I first played Zork. Even if you can’t (or don’t want to) run the HTML part of HTML TADS, it would still be well worth your time to seek out The Arrival.

However, don’t be afraid to rely on hints. I had played for an hour and hadn’t scored a single point when I took my first look at them. Now, once I got some hints I determined that the puzzles did in fact make perfect sense — they weren’t of the “read the author’s mind” variety and I would probably have come to solve them on my own. Perhaps the presence of pictures, sound, and hyperlinks threw me out of my IF mindset enough that I was struggling more than I should have with the puzzles. That’s probably a part of it, but I think another factor was that all the details in the game ended up becoming a big pile of red herrings for me. There are quite a few items and places which have no real use beyond being jokes, and I found it quite easy to get sidetracked into trying to solve puzzles that didn’t exist. It’s not that I don’t think those pieces should be in the game; I actually find it refreshing to play a game where not every item is part of a key or a lock, and even as it caused me to spin my wheels in terms of game progress, it helped me ferret out a lot of the little jokes hidden under the surface of various game items. However, if you’re the kind of player who gets easily frustrated when your score doesn’t steadily increase, don’t be afraid to rely on a hint here and there. Just remember to replay the game after you’re done so that you can see what you missed. Besides, that pie-plate spaceship is worth a second look.

Rating: 9.6