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.

Colours by J. Robinson Wheeler as Anonymous [Comp01]

IFDB page: Colours
Final placement: 32nd place (of 51) in the 2001 Interactive Fiction Competition

Colours comes out of an IF impulse I’m starting to recognize. The game has no interest whatsoever in story or characters, and instead uses the tools of IF to build a large, complicated, inhabitable puzzle. If Games Magazine had an interactive edition, this game might be included. I think it shares a kinship with games like Ad Verbum, or the less satisfying Schroedinger’s Cat, but I’m not sure what to call games like these — perhaps “plotless IF”, since they’re so unconcerned with telling a story.

I don’t think that quite covers it, though. Even the venerable Zork series could be considered plotless IF, given that its PC is a complete cipher, and that the game’s skeleton mainly exists to support a variety of clever puzzles, but I don’t think it’s in quite the same species as something like Colours. For one thing, one of the pleasures of Zork (and its imitators) is the wonderful landscape descriptions provided throughout. That’s in stark contrast to this game, where most of the rooms (at one point or another), are described along these lines:

Clear Room
The walls of this room are made of a sheer, shiny substance that is
neither wood nor metal nor plaster nor plastic. They have become
completely transparent. Exits lead north, east, south and west.

There’s a kind of purity to this aesthetic that Zork doesn’t even approach. It’s as if the game wants to provide the barest possible structure on which to hang its puzzles, and the puzzles themselves tend to be rather abstract exercises in pattern-matching. There’s another difference too: Colours (and games of its ilk) offers a cohesiveness that’s absent from more freewheeling games like Zork. The entire gameworld hews to a unified set of rules, and the puzzles tend to be variations on a theme — in the case of this game, that theme is (you guessed it) colors. (Well, there’s also a word theme, but that’s subservient.) This is the sort of genre to which Colours belongs, but I really need to come up with a name for it so that I don’t have to spend a paragraph each time I find one. Suggestions welcome.

Because I come to IF looking to be immersed in a story and a setting, These Sorts Of Games aren’t exactly my cup of tea, but I can still enjoy them when they’re done well. Once I recognize that the crossword has utterly defeated the narrative (in Graham Nelson’s terms) and adjust my expectations accordingly, I’m ready to indulge in the pleasure of pure puzzle-solving. Of course, what that means is that an entirely different set of expectations falls into place. Games whose sole purpose is their puzzles had better provide interesting challenges, problem-free implementation, and clear solutions in case I get badly stuck.

On many counts, Colours doesn’t disappoint. I found its puzzles entertaining for the most part, and found no errors in its prose. On the other hand, I also encountered one serious flaw that drastically reduced my enjoyment of the game. Without giving too much away, the problem is that there are some game states where crucial items appear to have vanished, when in fact they are present but totally undescribed. This sort of environment manipulation is a big no-no in IF — I’m relying on the text to present an accurate picture of the world, especially in pure puzzle games (hmmm, “pure puzzle games”… might work.) When it doesn’t, an element critical to pleasure in puzzling has disappeared.

I went through Colours twice, because due to the apparent absence of vital items, I thought the game had closed itself off without warning. When I encountered the same problem a second time, I trundled desperately over to ifMUD, where someone kindly told me that the items really are there, contrary to what the descriptions might have me believe. As a result of these travails, my experience in playing the game went from being a fun cerebral exercise to being an exercise in frustration.

The other area in which Colours didn’t quite come up to snuff was in the solutions it provided. Two bits of help accompanied the game: some vague hints appear when the player types HELP, and then a complete walkthrough exists as a separate text file. The problem is that the HELP text gives suggestions that are just flat wrong. In fact, for those who haven’t yet played the game, here’s my advice: ignore what the help text tells you to start with. You don’t yet have to tools to deal with that. Instead, start with exploration, and with a close look at the text on the game’s accompanying jpg image.

Then there’s the walkthrough, which is very helpful on some points, and not at all helpful on others. The walkthrough’s approach is to explicate the concepts behind the game, and to tell how to accomplish the puzzle goals, but not to provide a step- by-step solution. Consequently, due to the “hidden items” problem described above, I found myself staring at the walkthrough and thinking, “but how am I supposed to do that?” I certainly understand the impulse not to just lay everything flat in the walkthrough — I didn’t even provide a walkthrough with my own comp entry, a decision I’m beginning to fret about now — but the danger in not laying out a stepwise answer is that if there are problems in the game itself, the walkthrough becomes pretty useless. Luckily, this problem probably won’t be very hard to fix, and if Colours sees a post-comp release, it will probably end up as an enjoyable puzzle-box for those who like that kind of thing. In its present incarnation, however, I found that its charm faded quickly into confusion.

Rating: 6.5

Letters From Home by Roger Firth [Comp00]

IFDB page: Letters From Home
Final placement: 12th place (of 53) in the 2000 Interactive Fiction Competition

Graham Nelson once described interactive fiction as “a narrative at war with a crossword.” Letters From Home takes a definite side in this battle by being an interactive narrative where the main goal is to complete a crossword, and whose entire purpose is structured around puzzle-solving, the “crossword” part of the metaphor.

The explicit connection with that metaphor is just one of the many pieces of Nelsoniana scattered throughout the game. From the introductory text, to the Jigsaw (grandfather clock and Titanic mementos) and Curses (sprawling mansion filled with relics of distinguished ancestors) references, to the somber traces of wartime, the whole thing comes across as a loving tribute to Graham. Being a Nelson admirer myself, I couldn’t help but be impressed by the various clever nods to him peppered throughout this game. There’s also a hilarious Zork allusion in a throwaway parser response and even a passing reference to the author’s own Cloak Of Darkness demonstration page for the various IF languages.

The main attraction in Letters, though, is the puzzles. This is one of those games whose plot is thin to nonexistent, and whose mimesis gets shattered (literally) in the course of puzzle-solving. The game isn’t particularly straightforward about announcing what your objective is supposed to be, but it comes clear after a bit. At first, Letters seems to be a standard-issue “collect your inheritance by solving puzzles” game a la Hollywood Hijinx, but the plot and the mimesis both evaporate rather quickly as it becomes clear that the real point of the game is collecting the letters of the alphabet by finding things that represent or resemble them in some way.

For example, you find a cup of tea, and sure enough, it represents the letter T. Once you get the hang of it (hint: leave your sense of realism at the door), most of these puzzles are fun, and a few are quite remarkable. Some, though, are marred by ambiguous writing. For example, one of the necessary objects is described as stuck to a skylight. Perhaps because of architectural styles where I live, I don’t expect that I’ll be able to reach up and touch a skylight — they tend to be placed in high ceilings. Consequently, I thought that the puzzle was to find a way to reach this object — I climbed stuff, searched for a ladder, tried to haul furniture into the room, all to no avail. Finally, I turned to the hints, which just said to… take it. I did, and it worked.

Now, part of the problem here was no doubt my fault: I should have just tried taking the item. However, I’d submit that if you’re writing descriptions (especially terse descriptions like those in this game) where critical puzzle pieces depend on how the player envisions the room, there had better be a lot of clues in place to make sure that you’re communicating clearly. Letters From Home sometimes fails to do this.

I didn’t finish the game in the two-hour judging period — no great surprise since I’m guessing there are twenty-six letter puzzles, some of which require multiple steps. In addition, there’s a time limit, which I blithely exceeded. So I don’t know much about the ending, and probably missed half the puzzles. I doubt the ending has much of a punch — there’s virtually no narrative in this game, and solving the puzzles is its own reward. As for the half I missed, if they’re anything like the half I found, I’ll bet they’re a lot of fun, though occasionally needlessly frustrating.

Letters was coded quite well — I only found one bug, though a rather amusing one. The game’s time limit is 12:00 noon, and it creates atmosphere by having the village chimes toll on the hour. However, once it gets past noon, the chimes toll thirteen times, then fourteen times, and so on. The funny thing is, the game is so unrealistic that at first I didn’t even notice the oddness of the extra chimes. In a world where everything keeps turning into letters of the alphabet, and abstract concepts like letters can be carried around in your inventory, what’s a little extra chiming?

Letters From Home is a fun, lexicographically oriented puzzlefest that needs a bit more work on writing and coding before it can reach the Nelsonian level to which it aspires. This review has been brought to you by the letters “G” and “N”.

Rating: 8.2

Persistence of Memory by Jason Dyer [Comp98]

IFDB page: Persistence of Memory
Final placement: 9th place (of 27) in the 1998 Interactive Fiction Competition

NOTE: Because of the nature of Persistence of Memory, it’s difficult to talk about it without revealing a key secret. Therefore, be warned that any and all of the following review could be considered a spoiler.

Memory is a new twist on the one-room game. The setting is war; could be Korea, could be Vietnam, but it’s never really specified, and it doesn’t really matter. It’s a war in a foreign land, with villages, dense foliage, helicopters, rifles, and land mines. Especially land mines. In the first move of the game, you step on one, and realize that if you remove your weight from it, it will explode. Thus the potential paths which the game appears to have at its outset are reduced to one: wait. This restriction of freedom is a recurring theme in Memory. In incident after incident, the scope of action contracts until it becomes clear that there is only one action which will lead to your survival. Sometimes these actions are rather horrifying, but the game demands them if you wish to finish. I have mixed feelings about this kind of forcible plotting. On the one hand, it makes for an extremely linear game, and it curtails interactivity quite dramatically. This obstruction seems to fly in the face of the conventional wisdom about IF — it violates one of the Players’ Rights in Graham Nelson’s Craft of Adventure: “To have reasonable freedom of action.” In Nelson’s words, “After a while the player begins to feel that the designer has tied him to a chair in order to shout the plot at him.” On the other hand, I also think that interactive fiction can be a very good medium for conveying a sense of futility or entrapment. Because IF by its nature seems to require at least to a certain degree freedom of movement and action, and because it also creates a sense of immersion in the story’s world, when a piece of IF chooses to violate that perceived requirement the player’s sense of identification with the trapped character can be very strong indeed. Something about the frustration of having so few actions available to me which would not result in death made the equation of my situation with the character’s feel more intense than it would have were I just reading a story about this character.

Because of the game’s premise, you don’t seek out the puzzles; the puzzles come to you. And each puzzle must be solved if the character is to survive. Luckily, all of the puzzles make sense and have intuitive solutions, though in some of them it’s not clear what the deadly moment is until it arrives, and sometimes I found myself resorting to a save-and-restore strategy in order to defeat a puzzle’s time limit. I don’t think I could have solved the game straight through, because some puzzles had rather unexpected and uncomfortable solutions. This is where I found myself ill at ease with the game’s lack of interactivity — there’s a fine line between identifying with a trapped character versus simply feeling trapped into an action because the designer allows you no other choice, even though more options might have been available in reality. It’s hard to explain without revealing more spoilers than I already have, but some pieces of the plot felt rather forced, as though only one solution was provided because only that solution would create the game scenario desired by the designer. However, the choices worked in the end, and I found I only needed to look at the hints once, and in retrospect I think I probably could have avoided that had I spent more time on the puzzle that was stumping me.

The writing could get a little histrionic at times. Some descriptions tiptoed along the line between what works and what doesn’t. For example, the mud around your feet is described as “torpid”, a word which usually refers to a sluggish mental state. I suppose the mud’s thickness and viscosity could be compared to slow mental processes, but it’s a stretch. There weren’t too many moments like this — for the most part the prose did a fine job of conveying the situation, and in fact sometimes was quite good indeed. The description of the hairs rising on the back of your neck as you try to conceal yourself from enemy soldiers was chilling and engrossing. I found no technical errors in the writing, nor in the code. Overall, Memory does a very good job with an unusual choice of subject matter, and when it was over I felt not triumph, but relief. I suspect this is what the game intended.

Rating: 8.3