Amnesia by Dustin Rhodes as crazydwarf [Comp03]

IFDB page: Amnesia
Final placement: 27th place (of 30) in the 2003 Interactive Fiction Competition

Wow. Well. This one was… painful. Just abysmal. Really, really bad. When I played Curse Of Manorland, I kept having the urge to MST it in my comments, but my comments for this one mostly just looked like, “Aaaahhhh! The PAIN!” I mean, I don’t even know where to begin. It seemed almost like one of those joke games, you know, the ones where the joke is, “Look how bad this game is! Isn’t that hilarious?” I never really thought those joke games were very funny, but I don’t think this one is even joking. Here’s the first room:

beach
A cool beach where you should have washed ashore and not have been
able to remember anything because you where supposed to have amnesia,
which you didn't, which completly ruins the whole storyline this game
was going to have, so now the auther will have to make a game up on
the spot, enjoy. By the way if you want to learn about me just type
about. Their is a huge rock sitting here innocently.

See what I mean about not knowing where to begin? The author says he’s in high school, and in fact writes, “I might I win the award for youngest IF writer, maybe that will get me a couple of points from the voters.” Sorry, dude. David Glasser wrote VirtuaTech at 14, and it’s miles better than this. Hell, Ian Finley wrote Babel at 17. Besides, my reaction to this game wasn’t “Oh, it’s pretty good for a high schooler,” but rather, “Holy crap, something this subliterate came from somebody who’s made it all the way to high school??”

Here are some things this game needs: Spell-check. Proofreading (to catch things like “Their is a huge rock,” which spell-check will miss.) Descriptions that care enough to actually, y’know, describe, and to write out their words instead of “the center of the town with houses NE, NW. To the W is a volcano, to the N is a mountain, and to the E is a jungle.” Even the game itself knows it sucks, because it mentions the fact every couple of rooms. Well, games that suck… suck. They shouldn’t be released. Show a little self-respect, and a little respect for the people you’re asking to spend time on your work. Damn.

Rating: 1.6

Internal Documents by Tom Lechner [Comp03]

IFDB page: Internal Documents
Final placement: 19th place (of 30) in the 2003 Interactive Fiction Competition

After Curse Of Manorland, it was a relief to start into a game that seemed at least to be composed of coherent sentences, although the incredibly long, clause-upon-clause opener was a bit of a red flag. Still, the premise of the PC as civil servant investigating electoral fraud in a small town seemed like it had potential, and I began the game excited and interested. Sadly, Internal Documents fails on a number of levels, and by the end of the game I was just annoyed and disgusted, typing straight from the walkthrough. Some of its problems are pretty standard, such as the writing issues — typos and grammatical errors are common, and a noticeable number of sentences just fail to make any sense.

The coding is similarly problematic. At one point, I tried to read a document that (according to the hints, anyway) contains important clues. Here’s what happened:

>read manual
Chapter 1 reads:
Xy                  Yi                  Z
Zm              x                    b      k       a  c         k
a  d         k      a  e         k       a  f        k       a
g   Y   k       a  h   (   k      a  i   ê  k       a  j
y   k       a  k   0y   k       a  l   1u   k       a  m   2o   k
a     3c                 3u

I think this freakiness happens because of a particular quirk in Inform, because I vaguely remember using it intentionally in LASH to demonstrate illiteracy. However, in this game it obviously wasn’t intentional, and even the most basic testing should have revealed that it wasn’t working properly.

Another one of Internal Documents‘ big problems is one that I’d like to discuss in more depth, because I think it’s a signpost for anybody who wants to design good IF. Basically, the mantra is this: THINK LIKE A PLAYER. This game doesn’t, and falls down badly as a result. Here’s an example: early on in the game, I walk into a bar, and after the room description and a bit of incidental business, I get this:

The bartender cuts in and asks you, “So what brings you around here?”

Remember now, I’m a player. I’m trying to be immersed in the game’s fictional world, to do what the PC would do. So I type TELL THE BARTENDER ABOUT DUE DILIGENCE. In the game’s words, “This provokes no response.” So then I try to TELL THE BARTENDER ABOUT several other things, with no results. I proceed to strike out with TALK TO BARTENDER, ANSWER BARTENDER and ASK BARTENDER ABOUT <a variety of topics.> With sadness, I realize that the game has asked me a question but has no intention of providing me with a way of answering. So much for immersion.

See, as a designer, I might know that the bartender isn’t useful, and therefore give him only the bare minimum implementation. Maybe I want him to seem a little bit alive, so I give him a line of dialogue when he’s first sighted, and maybe I don’t so much care just what that line is. As a player, though, I have no idea whether the bartender is useful, so if he has some dialogue that encourages further interaction with him, I’ll take it as a cue that indeed he is supposed to be interesting. Then, when I encounter his minimal implementation, I’m annoyed and disappointed. The solution? Make the bartender surly and uncommunicative, so that his thin implementation seems like a natural aspect of his character. Your game is going to shape your player’s expectations — there’s no way around that, so it should shape them to its advantage rather than to its detriment.

On another “think like a player” point, remember that what’s fun for you isn’t necessarily fun for your player. You may really dig writing up three hundred slightly varying descriptions of the same sort of rather ordinary room, but by all that is holy, it is not fun to walk through them. Don’t set up situations where the player ends up wandering huge swaths of useless, pointless territory, or has to sit around or walk around aimlessly for dozens of moves waiting for a random event to trigger. That’s not fun, and it produces no particular emotional effect except for irritation. That’s not what players want from their IF.

Another aspect of thinking like a player is recognizing that if the game prevents a particular action repeatedly by use of unlikely coincidence, the player is going to believe that this action is forbidden and unimportant. If you think that the player will later be moved to attempt to do that forbidden thing as a way of solving a major puzzle, you’re probably wrong, especially if much more sensible solutions are disallowed. If I the player end up looking at the walkthrough, you want me to think “Oh, of course! Why didn’t I think of that?” Instead, I end up thinking, “First of all, I thought the game didn’t allow that action, and second of all, how does that make sense as a solution to that puzzle anyway?”

There’s a larger point here, which is that implementation generates expectations. If 99 out of every 100 nouns in your game are unimplemented, as is indeed the case with Internal Documents, I will come to expect a very bare-bones experience. I will not type out a long and unusual command construction, because what possible reason would I have to believe that the game would understand it? If you do expect me to do things like that, the game becomes either an intolerable exercise in attempted authorial telepathy, or else it ends up having to dole out sledgehammer-like hints (such as 1-2-3‘s notorious “Don’t you want to ask me about her breasts?”)

Before you even begin coding, think about what it will be like for players to experience your game, and if the answer is “boring”, or “irritating”, or “confusing”, stop those problems before they start. Otherwise, you end up with something that’s great fun for you, but not for anybody else… something like Internal Documents.

Rating: 5.3

Curse of Manorland by James King [Comp03]

IFDB page: Curse of Manorland
Final placement: 28th place (of 30) in the 2003 Interactive Fiction Competition

So here we are in 2003 and people are still writing games in AGT. Even more disheartening, they’re still writing terrible games in AGT. Most bad comp games at least have the virtue of being short, but not this one — it’s huge, and unrelentingly bad all the way through. Now look, I want to offer constructive criticism, although with a game like this it’s hard to imagine that any suggestions will be implemented, since quality doesn’t exactly seem to be valued. Nevertheless, in lieu of a detailed review, here are ten ways to improve Curse Of Manorland:

10) Don’t use AGT. There are better tools out there now.

9) Settle on a point of view. In the beginning section, I had this exchange:

Chrissy's room
Your room is covered in rock posters but has Rupert the bear bed
sheets there is a full length closet mirror on the east wall. On the
south is a window. The carpet is bright pink

> x sheets
I loved Rupert - it was my favourite show when I was little - I want
to get Buffy now - she's such a strong character.

Thus, in just a few lines, I got third person (“Chrissy’s room”), second person (“Your room”), and first person (“I loved Rupert”). Pick one.

8) Puzzles need to make sense. I can’t imagine anyone (except maybe the author) ever getting through this game without the walkthrough. Actually, I didn’t even get through it with the walkthrough, since the walkthrough failed to specify the exact moves for the nonsensical maze, and the game itself was (unsurprisingly) no help. I was using that walkthrough from the very first puzzle, a puzzle whose solution makes absolutely no sense at all.

7) Sentences get to have both a subject and a verb. If one of those is missing, then what you have is a sentence fragment. These are fine, in certain circumstances, but avoid them until you’ve mastered writing regular sentences.

6) While we’re at it, both fragments and real sentences end in periods, not commas, and certainly not just nothing. This is unacceptable:

> x window
A white painted window,

It’s especially unacceptable when we need to know that this window is the size of a mattress. Actually, that comma is sort of an exception — the vast majority of stand-alone sentences in the game have no terminal punctuation whatsoever.

5) If the player is supposed to interact with some object, the game should maybe mention that object. It’s pretty hard to come up with “TIE ROPE TO TREE” when there’s nothing about any tree in the room description.

4) Error messages must not lie. If you’re looking for “CHOP TREE WITH AXE” and I type “CHOP TREE”, do not reply “Don’t know how to chop here…” That doesn’t tell me to try another syntax. Instead, it tells me to forget the chopping idea altogether. The game lied to me like that over and over again.

3) For heaven’s sake, do not put random messages in the game that prevent commands from being carried out without saying so. And certainly do not litter the game with them for hundreds of moves before a solution is available.

2) Please, forget the inventory limit. And please please please, if you’re going to make me drop stuff, let that stuff not disappear.

1) Spell-check. Beta-test. Have your prose proofread by someone fluent in English. Don’t enter long and/or terrible games in the IF competition. Give us a break, huh?

Rating: 2.0