Interview from SPAG [Misc]

[Duncan Stevens interviewed me in SPAG #31, the 2002 IF competition special. It’s rather odd to be interviewed in one’s own zine, but SPAG has a tradition of interviewing the top three finishers in the IF comp, and I won that year. However, when I won the next time, SPAG interviewed finishers 2-4. As with the other interviews, I’ve edited the text and added links as appropriate. The first paragraph is in my voice.]

For the annual competition issue, SPAG traditionally interviews the highest-placing authors in the comp, but I faced some rather unprecedented challenges when putting together this issue’s interviews. For one thing, since I won the comp, there really ought to be an interview with me, but for me to interview myself would be a little… unseemly, as Primo Varicella might say. As he has so often in SPAG‘s history, Duncan Stevens came to the rescue, crafting a set of interview questions which I could then answer without feeling too much like I had multiple personality disorder. Thanks, Duncan…

Paul O’Brian, author of Another Earth, Another Sky

SPAG: Well, you often ask SPAG interviewees to tell a bit about themselves, but SPAG‘s readers may not know much about you, so — out with it. Name, rank, and serial number?

PO: Okay, fair enough. I’m 32, which put me in my teen years during the Infocom boom — just about the perfect age to be, since I was old enough to understand and succeed at the games and young enough to have lots of free time to devote to them. I’ve lived in Colorado all my life, save for one ill-starred year in New York City, and I currently work in Boulder at the University of Colorado, where I got my degrees. My job there is in the Financial Aid office, as an “IT professional,” which basically means that I do all sorts of technical stuff, from programming to maintaining the network to creating queries that pull data from the university’s mainframe.

I’ve been married for a little over six years, to someone who isn’t an IF aficionado but who is wonderful about supporting my work and my ambitions. I’m very verbally oriented (you may have noticed) and love the complex uses of language. I also really enjoy programming, so of course I’m a perfect candidate to love IF. Aside from that, my other passions are music and comics, the latter of which has made the Earth And Sky series such a fun project to do.

SPAG: How did you get interested in IF, and what led you to start writing your own IF?

PO: The long answer to this question is the editorial I wrote for my first issue of SPAG, number 18. In a nutshell: my dad is a computer enthusiast, and we were sort of “first on the block” with a home computer — initially an Atari 400, then upgrading to the sooper-big-time Atari 800. The first games I played on those machines either came in cartridge form or on cassette tapes, but shortly after he acquired a disk drive, he brought home Zork I for us to try together. He loves to bring home the coolest new things, and that was especially true when I was a kid; at that point the cool new thing was Zork. He lost interest in it before too long, but I was enchanted, and became a major Infocom devotee for as long as the company existed.

I learned about the Internet right around the same time I was writing a paper about IF for a graduate class, and so of course some of my first Gopher searches were on “Infocom” and “interactive fiction.” That led me to Curses, and once I figured out that there was a freely available language that would let me write Infocom-style games, suddenly a childhood fantasy was within reach. Being an Infocom implementor is still my dream job — pity about living in the wrong time and place for it.

SPAG: You’ve written four games now. What keeps you writing IF?

PO: Well, in the case of the last game and the next one, it’s the fact that I’ve made a promise to myself and to the audience that I won’t leave the storyline hanging. Other than that, I suppose it’s just the fact that I seem to have an unflagging interest in the medium. My first game was written to fulfill my dream of writing an Infocom-ish game, as I said above. LASH was just an idea that grabbed me and wouldn’t let go, and I knew that IF was the perfect medium for it. A lot of the drive to write the Earth And Sky games has to do with the fact that I really, really wanted to play a good superhero game, and I wasn’t entirely satisfied with any of the ones that had been released up to that point. So I wrote it because I wanted to play it.

SPAG: Another Earth, Another Sky is the second in a series. What led you to make a full-blown series out of this story, rather than a single self-contained game?

PO: One of the things I loved about superhero comics as a kid was their episodic nature. I really dug the way the stories just kept going and going, with characters and themes woven through the whole thing, disappearing and reappearing as the saga unfolded. Now, with the emphasis on story arcs that can be collected into trade paperbacks, that’s becoming less true in comics, but when I decided to write a superhero game, I knew it needed to be episodic. Besides, I really wanted to take another shot at the competition, and didn’t want to write something so big that it wouldn’t be appropriate for the comp. Also, as a corollary to that, I guess, I really wanted more and faster feedback than writing the whole thing as an epic would have given me. LASH took a very long time to write, and I wanted my next piece to be a bit smaller in scope.

SPAG: The first installment was essentially a superhero game, but Another Earth, Another Sky has sci-fi elements along with the superhero aspect. Is the series becoming a sci-fi series, or are there more genre twists ahead?

PO: I wouldn’t say it’s becoming science fiction, really, and I didn’t set out to do any genre blending with this game. What is true, though, is that these games are heavily influenced by the old Marvel comics from the 1960s, particularly The Fantastic Four — one of the reasons I chose “Lee Kirby” as my pseudonym for the first game was to acknowledge my debt to Stan Lee and Jack Kirby, who wrote many of those early comics. The tropes of alien invasion and Big Science were intrinsic to many of Lee and Kirby’s stories, probably as an outgrowth of the science fiction comics that preceded that period’s big superhero revival, so that’s why you see those themes reflected in my games. Ultimately, though, I see superheroes as more a subgenre of fantasy than of science fiction, if the division has to be made.

SPAG: There seem to be allusions to other IF games here and there in AEAS — the setting for a large part of the game is reminiscent of Small World, the dome in the desert evokes So Far, the underwater scene has echoes of Photopia, and the touchplates reminded me of Spider and Web. Or am I imagining these connections?

PO: I wouldn’t say you’re imagining them, but I also didn’t consciously try to pay homage to any of those games with the elements you mention. However, I have played all of them, and there’s no question that everything that goes into my brain has an influence on me. Lots of people have mentioned the Small World connection, and I certainly remember feeling delighted with an IF landscape that formed a sphere, but the idea of having the PC be able to travel between disparate locales by means of superhuman leaps came more from old issues of The Hulk than from any particular IF game.

SPAG: The game is sprinkled with Emily Dickinson quotes. Any particular reason for relying on that particular poet?

PO: Well, aside from the fact that she’s pretty much my favorite canonical poet, Dickinson was also part of the genesis of the series. I went through a period where I decided to read every Dickinson poem, but I found it too exhausting to just read them one after another, so I interspersed them with comics. Indulging in this weird combination while thinking about what I wanted to write next gave birth to this superhero series where the codenames are some of Dickinson’s favorite touchstones, and the protagonists are named after the poet and her brother. The title and part of the inspiration for Another Earth, Another Sky came from the Dickinson poem that begins “There is another sky.”

SPAG: Will the third installment wrap up the series?

PO: That’s the plan at this point. I love writing these games, but it’s a little disheartening to realize that each episode takes about a year to complete. I certainly wouldn’t rule out further Earth And Sky games somewhere down the line, but I’ll be ready for a break from them once the third episode is finished.

SPAG: Any other plans for more IF writing?

PO: Beyond the third Earth And Sky game, I’m not sure. I think I’ll probably want to turn towards writing static fiction for a while, but I plan to keep editing SPAG, and I don’t see myself leaving the IF community unless it seriously deteriorates. So I’d say there’s an excellent chance I’ll find myself struck with some great IF idea and banging out code again sometime in the future.

Jarod’s Journey by Tim Emmerich [Comp00]

IFDB page: Jarod’s Journey
Final placement: 47th place (of 53) in the 2000 Interactive Fiction Competition

This game has one of the most startling first lines I’ve ever encountered. The line is this: “Welcome to Jarod’s Journey, a TADS-based game that will hopefully get you and Jarod closer to God.” This line brought up a couple of questions for me. The first was “Whose God?”, and the second was “What gives you the right?” I’m agnostic, but I wouldn’t scorn someone simply for their religious beliefs. I respect the desire and necessity of all people to find their own spiritual paths, and I expect to receive the same respect in return. A game that wants to bring me closer to what it calls God is violating what I see as a very personal boundary, the boundary around my soul and my spiritual life.

My agnosticism is of the stripe that objects to the notion that any human has privileged access to any sort of Higher Truth. I find it deluded and arrogant when a person claims to have all the answers to the Big Questions, even when they’re basing that claim on some kind of intense personal experience, but I respect that person’s right to believe whatever feels right to them. However, when they want to proselytize to me (or to anybody else, really), that’s when I get offended. I think people have the right to believe whatever they want, but I don’t believe they have the right to evangelize others about it — doing so runs roughshod over those others’ right to believe what they want. Consequently, I found the basic goal of Jarod’s Journey to be an offensive one.

That being said, I’ll try to set aside my fundamental personal objections to the game’s announced intent and review it simply as IF. Sadly, it doesn’t have much to recommend it, even from a pure gaming standpoint. First of all, it crossed another big bias of mine by having, you guessed it, a starvation puzzle. Actually, two starvation puzzles. Strangely, there doesn’t appear to be any actual consequence attached to the starvation. Jarod, the PC, never dies, no matter how long he starves, but the game continues to print annoying messages.

It could be argued that these are better than typical starvation puzzles since they don’t ever actually enforce a time limit, but I say that they’re just as bad, because without the time limit they become entirely pointless instead of just mostly pointless. In addition, there are a disheartening number of spelling and grammar errors in the game’s writing, which makes the whole thing seem less than divinely inspired. On top of this, there’s the fact that although the game tries to maintain a third-person voice, there are little slips of second-person throughout, as in this scene:

Dream
Jarod is in a dream, or at least he thinks it is a dream. The
angel is here and has delivered a map.
You see a map here.
There is an angel here who is slightly glowing!

If the player controls Jarod, who is the “you” that sees the map? Perhaps it’s the same “you” that the game announces in the first line that it wants to convert — that is, me? But I don’t see a map, just a computer game. Or rather, a digital sermon. (One nice thing about JJ is that next time somebody tells me that LASH is preachy, I can point at this game and say, Crocodile Dundee-style, “That isn’t preachy. THIS is preachy!”)

Setting aside the game’s deficiencies in the areas of design, prose mechanics, and coding, we come at last to the quality of the writing itself. Jarod’s Journey is written in a kind of earnest, gee-whiz tone that works best when you imagine it being read aloud by Ned Flanders from The Simpsons. (And by “works best”, I mean “is most entertaining.”) An example:

>ask angel about god
"God is wonderful. He loves you very much and created you just as you
are."

>ask angel about grace
Jarod asks the angel about grace. The angel responds saying "Grace is
truly wonderful! You will not find a better gift!"

Jarod thinks to himself, "The angel is truly magnificent, glowing
ever so brightly."

Okeley-dokeley-do! Don’t get the impression that I scowled through this game. On the contrary, I laughed a lot, but only because it was difficult to take this wide-eyed tone seriously. On a more serious level, though, perhaps it’s worth thinking about the model of Christianity that this game constructs for us.

There’s one section that I found quite ironic — Jarod meets a pharisee who is described as “praying loudly. So loudly that everyone nearby can hear him. Even in the short time that Jarod pauses to listen, it is obvious that the man is repeating himself. Is this what pleases the Lord?” From this description, we’re supposed to realize that the pharisee’s method of prayer is Not OK. But only one location away is a Christian priest who fits this same exact description. Not only that, the game itself fits this description. The deep irony of the pharisee section made me suspect that not only is the game evangelical, its evangelism isn’t even well thought out.

Another example: at the end of each section of the game, Jarod is asked to make a spiritual choice between various methods of approaching God. If you pick the right one, you get a point. If not, you get chided with a scripture. Is the sacred realm of faith really so simple as that? Can the intricacies of individual worship really be boiled down to a multiple choice test? According to the game, apparently so. The best religious literature explores the mysteries of faith rather than handing out reductionist platitudes. Dante knew this. Chaucer knew it. Lewis knew it. Jarod… Well, Jarod still has quite a ways to go.

Rating: 3.4

[Postscript from 2020: As dire a game as this was, it did inspire a really fascinating and fruitful conversation on rec.games.int-fiction. Duncan Stevens — one of the best IF reviewers of all time — challenged my “What gives you the right?” question, saying “Why shouldn’t he have the right?” And it went on from there, with lots of other community members weighing in with thoughts and jokes.

Rereading that conversation reminds me of what a vibrant community lived in the IF newsgroups once upon a time. This competition landed during the glory days of that community, and the conversation was often as good as or better than the games themselves.

Oh, and Adam Cadre’s review of Jarod’s Journey was very funny. Man, Adam was on fire with funny reviews that year.]