IFDB page: To Otherwhere And Back
Final placement: 28th place (of 51) in the 2001 Interactive Fiction Competition
For the past several years, the IF community has created a variety of “mini-comps” in the Spring of each year, competitions where the games are instructed to stick to a particular concept. These concepts can range from a required image like “a chicken crossing a road”, to the inclusion of a particular element (romance, dinosaurs, the supernatural), to a stipulation about the game structure itself (include the verb “use”, disallow the player from having any inventory.) Furthermore, for as long as there have been Spring mini-comps, they have had an effect on the Fall “maxi-comp,” because inevitably some author has a great idea that fits with the mini-comp, but doesn’t manage to finish by the Spring deadline, so instead polishes the game further and enters it in the Fall comp.
This spillover effect has given us such past treats as Downtown Tokyo. Present Day., and Yes, Another Game With A Dragon!, and now To Otherwhere and Back, a game originally intended for Emily Short’s Walkthrough-comp. The concept behind this particular mini-comp was that entrants had to produce games (or transcripts) that conformed to a particular walkthrough; as a further twist, this walkthrough was in the form of an unpunctuated telegram, containing strings of commands like “TAKE NEXT TURN SMOOTH DUCK DOWN” and “LOOK UP DRESS BOOK SHIP PACKAGE PRESENT BOWL”, which could be broken up in any number of clever ways.
To Otherwhere and Back meets the challenge ably, and in doing so, emphasizes an underrated IF technique: cueing. What we learn from games like this is that IF can prompt even quite unusual input from the player, as long as the setup has been executed with skill and the cue delivered fairly clearly. For example, in order to get me to type the first command from the walkthrough, the game presented me with this situation:
The screen of the debugging terminal is covered with code and
variable dumps. You stare at it with bleary eyes, trying to find the
last, elusive bug that you've been chasing for the last 37 hours
straight. You're so tired, you're having to make a conscious effort
That first command was, of course, “THINK.” That’s not something I’d usually type in at an IF prompt, because most games just give a canned answer to it, if they give any answer at all. This piece of text, though, was enough to cue me that in this situation, that command might produce something useful, and indeed it does. It’s not that good cueing leads the player by the nose — in fact, the first thing I typed after reading the text above was “DEBUG”, which actually put me into the game’s debugging mode, hilariously enough. But after that didn’t work, I looked at the text again, and was able to discern the right move without looking at the walkthrough. This sort of dynamic is the essence of good cueing, and TOAB does it over and over again. Of course, what’s also true is that Alan‘s heavily restricted parser and the shallowly implemented game world had me looking to cues quite a lot, but in this game that paucity of options was quite appropriate.
What TOAB doesn’t quite manage, though, is to construct a coherent plot. Granted, hewing to a deliberately challenging premise while telling a story that makes sense is quite a tall order — most of the entrants into the walkthrough-comp either came up with some arbitrary reason why those words would be strung together (as in Adam Cadre‘s hilarious Jigsaw 2), or relied heavily on the dream/surrealism/hallucination device to justify the necessary contortions. TOAB pursues the latter option, and its story ends up feeling more than a little arbitrary as a result.
Still, the game applies itself to the walkthrough’s odder moments in some very clever ways, and provides some good laughs, such as the Polish phrasebook that “contains translations of many phrases useful to a traveller in Poland, such as ‘Please develop this film’, ‘How much is the sausage?’, and ‘Am I under arrest?'”. Overall, I enjoyed TOAB, and while the fiction element of it wasn’t so great, its interactivity techniques got me thinking. That’s not a bad track record for a comp game, no matter what comp it might belong to.