Risorgimento Represso by Michael Coyne [Comp03]

IFDB page: Risorgimento Represso
Final placement: 2nd place (of 30) in the 2003 Interactive Fiction Competition

Okay, first things first. It’s time to welcome a talented new author. Michael Coyne has made a great game, so well-written and well-implemented that it’s almost always a joy to play. It’s on a par with most Infocom games, and exceeds them at many points. There’s cleverness and panache to spare, and the puzzles are mostly interesting and fun. It’s not perfect, of course. There are a couple of under-implemented commands (like LOOK BEHIND), a hackneyed puzzle or two, and some jokes (like the cheese one) are pressed rather too hard. It also could use a more compelling title.

Still, on the whole, this is a satisfying and enormously fun game. Well, what I saw of it, anyway. And therein lies the problem. I spent the last review (of Domicile) bemoaning games that are entered in the competition when they’re unfinished, undertested, and unproofread. Now, of course, I’m immediately hit with the opposite problem: a game that is exquisitely finished, betatested, and error-checked, but is still inappropriate for the competition, because it does not even come close to fitting within a two hour play session. When my two hours with RR ran out, I think I was maybe a third of the way through, and that was with a lot of leaning on the hints towards the end. Sure, it was fun while I played it, but I knew almost from the beginning that there was no way I would solve it in the allotted time, and I felt annoyed and disappointed by that. In my opinion, this game is no more appropriate for the competition than was the unfinished Atomic Heart, or the excruciatingly poor Amnesia. It’s too big. It is just too big.

I’ve written out and rehearsed my objections to overlarge comp games so many times that they almost feel self-evident to me now. But I realize that my experience doesn’t match with most people’s, so for those just tuning in, here are a few of my problems with giant comp games. First of all, the comp is a high-pressure playing time. I really try to finish all the games in the judging period, and to write a substantial review after each game. Plus, I have a life, so that means that my IFComp time is squeezed in at the edges of my life — lunch hours, laptop time on the bus to and from work, or late nights after my wife has gone to bed. It’s frustrating to carve out this time and then realize that it’s still not even close to sufficient for the game I’m playing.

Secondly, there’s a more insidious problem with trying to squeeze a big game into two hours. When I had only a half-hour left and huge swaths of the game left undiscovered, I turned to the hints. I did this not because I couldn’t have solved the puzzles on my own. Maybe I could have. But not in half an hour, and I wanted to see more of the game. Turning to the hints, though, does a disservice to a game like this. Well-constructed puzzles ought to be experienced fully, relished, and a well-written world should be enjoyed at leisure rather than rushed through. Trying to play this game in two hours will ruin it for many players, players who could have enjoyed it to its fullest potential were it released outside the comp.

Moreover, how many people are likely to come back and finish the game after the comp period is over? For all the comp games I’ve meant to do that with, I’ve almost never followed through, because after the comp is a frenzy of reviewing excitement, and then come the holidays, and busy times at work, and… whoosh. The game is well off my radar by the time I actually have time to play it. Then there’s the fact that I find it difficult to give a reasonable evaluation to a game that remains mostly unseen by me — it’s like trying to review a movie after watching the trailer and the first 20 minutes. These aren’t the only reasons I don’t like huge comp games, but that’s enough for now.

Still, with all that said, can I understand why somebody, especially a first-time author, would enter their huge game in the comp, even knowing all of the attendant problems? Of course I can. The fact that RR is a comp entry perfectly illustrates the problem with the current IF scene. The annual IF Competition is simply too important, too powerful. It’s become a cynosure whose glare eclipses everything else in the IF world. I love the competition — I think that much is clear from my ongoing participation in it — but I have come to really hate the way it’s turned into a gravity well for games. If you enter your game in the competition, it’s bound to get at least a dozen reviews, be played by the majority of the community, and maybe even become a talking point in IF discussions for years to come. Widespread familiarity in the community also may give it an edge in the XYZZY voting.

If you release your game outside the comp, what happens? Usually, almost nothing. Some games get released to not even a single, solitary post in the newsgroups, let alone reviews or discussion. Even humongous, excellent games like 1893, the products of hundreds of hours of work, sometimes cause hardly a ripple. So of course tons of games get into the competition that aren’t finished, or are way too big. How else to reap in attention what you’ve sown in work? I try to remedy the situation somewhat by continuing to release SPAG and hassling people to write reviews for it, but games routinely go a year or more without a SPAG review, and some games (Bad Machine comes to mind) seem never to get reviewed at all. It’s maddening to me, and I don’t know what to do about it, but I have to say I’m at the point where I’m seriously considering no longer writing comp game reviews, turning my review energies instead to non-comp games so that they’ll at least get attention and evaluation from somebody.

For this year, though, I’m committed, which brings me to the problem of score. From what I saw of this game, I thought it was outstanding, worthy of a 9.5 or above. But I just cannot bring myself to give it that score, if for no other reason than because I don’t want games that shouldn’t be in the comp to do well, since all that will do is encourage more of them. On the other hand, can I really justify giving a low score to such an obviously high-quality product, especially when I’ve already given Scavenger, another too-big game, a high score? Well, the difference between this and Scavenger is that with Scavenger, I felt like I’d seen the majority of the game, that the major puzzles were solved or almost-solved, and that most of what remained was denouement. With RR, though, I felt like I’d eaten the appetizer but had to leave before the entree.

My compromise is this. I’ll make it clear in my review that this is a great game, worthy of any IF devotee’s attention. Play it sometime when you can really enjoy it, linger over its many pleasures, and let the puzzles percolate in your head. Play it without a time limit. Savor it like I couldn’t today. Don’t let my low score fool you — it’s eminently worth playing, but I saw a third of it, and so I’m giving it a third of the score it probably would have gotten from me had it been the right size for the comp.

Rating: 3.2

The Gostak by Carl Muckenhoupt [Comp01]

IFDB page: The Gostak
Final placement: 21st place (of 51) in the 2001 Interactive Fiction Competition

In the proud tradition of Bad Machine, this game broke my brain. If you’ve played it, you’ll know why. If not, maybe this will give you an idea:

Finally, here you are. At the delcot of tondam, where doshes deave.
But the doshery lutt is crenned with glauds.

Glauds! How rorm it would be to pell back to the bewl and distunk
them, distunk the whole delcot, let the drokes discren them.

But you are the gostak. The gostak distims the doshes. And no glaud
will vorl them from you.

That’s the game’s introductory text, and it pretty much goes on like that the whole time. At first I thought it would be kind of a fun, Lewis Carroll-ish diversion, full of nonsense words but still easily understandable. I was wrong — the game is much more insidious than that. The linguistic displacement is deep, and it infects the game on every level, up to and including its help text and hints. In fact, I paid closer attention to this game’s help text than I probably have to any other piece of IF’s instructions, ever, since it used so many unfamiliar words, and since these words were absolutely necessary as levers to begin cracking the game’s code.

Not that I ever completely succeeded in figuring out every aspect of the game’s environment. I ended up with three pages of words, each of which held a column of nouns and a column of verbs. I didn’t even attempt the adjectives. At the end of two hours, I was pretty impressed by the amount I’d been able to grok of the game’s language, and in fact I had wrenched my head far enough into this new linguistic space that I’m having to be careful to make sure I’m writing English as I type out this review, so as to avoid louking “rask” instead of “take”. Oh, sorry. [Don’t worry, this is no more a spoiler than the little starter hints telling you that Z=E in today’s Cryptoquip.]

Putting my head into the game’s space was critical to getting anywhere at all in it — I found that to play The Gostak successfully, some significant immersion is required. The game upends IF convention so thoroughly that all the directions have different names (and abbreviations), as does almost every verb. Consequently, once I had figured out many of the fundamentals, I was able to navigate through the game with relative ease, but only during that game session. After I saved my game, ate dinner, and returned to it, my old IF habits were obstructing me again, resulting in the game rejecting or disastrously misunderstanding much of my input. Since I only had about 15 minutes left on my two hours at that point, I was unable to fully recapture all those tenuous understandings I was holding in my head during the first session, and consequently couldn’t quite finish.

I get the feeling that this game wanted to be a comp-length exercise in the kind of mental mechanisms that made The Edifice‘s celebrated language puzzle so much fun. To some degree, it succeeds. I was able to enter this game’s foreign world much more easily than that of, say, Schroedinger’s Cat, and I found the process much more enjoyable. I was shocked at how quickly and easily I found myself typing commands like “doatch at droke about calbice”.

However, the whole experience was completely cerebral, with little of the emotional catharsis I associate with successful storytelling. I felt this effect when I played Dan Schmidt’s For A Change, but it’s ten times stronger in this game, where words aren’t simply rearranged but actually replaced wholesale. Consequently, while playing The Gostak was a strange and memorable experience, one which will surely elevate the game to the rarefied level of For A Change, Bad Machine, and Lighan ses Lion, I found it a somewhat strained sort of fun. Great for a puzzle-solving mood, and certainly worth trying if you’re a cryptography buff, but not terribly involving as a story. If it sounds like your cup of tea, make sure you set aside a few hours — it’s not something you want to leave and come back to.

Rating: 8.1