Order by John Evans [Comp04]

IFDB page: Order
Final placement: 24th place (of 36) in the 2004 Interactive Fiction Competition

At this point, I feel like I could really save myself a lot of time and energy by just writing up a template for reviews of John Evans games. The basic gist of the template would be “This game has some cool ideas and a lot of potential, but it’s not really finished and it seems untested, so it sucks.” Then I could just fill in the blanks with some specifics about the game, and be done. Evans has submitted games to the last five IF competitions, and they’ve all fit this mold, so why shouldn’t I just keep writing the same review over and over again? I kinda have to.

I mean, I guess they’re improving. The first couple (Castle Amnos and Elements) were way too big for the competition, and that problem got corrected. Unfortunately, it got corrected by switching to total unfinishability due to scores of heinous bugs. I gave a rating of 1.0 to Evans’ last couple of games because they were just totally incomplete. Order isn’t as bad as that. It’s the right size for the comp, and it is finishable. But it is still not finished. See, if you’ve got a command called BUGS that lists out the bugs in the game, your game’s not finished. Actually, one of the funnier parts of Order is that even the BUGS list is buggy, as some of the things listed actually do work (though plenty don’t.) Also, if a crucial puzzle in your game rests on a piece of scenery that you don’t mention anywhere, your game’s not finished. A tester would catch that. That’s, y’know, what testers are for. Use them.

Actually, beta-testing seems particularly critical for a game like Order, because the game revolves around coming up with actions quite spontaneously, and the better sample you have of what actions people are going to come up with, the better you’ll be able to implement them. (Here’s where I start filling in the “cool ideas” part of the template.) I love the basic concept of this game — you’re some kind of magical spirit, and you’ve been set a series of tasks by your summoner. So far, still pretty bland, and strongly reminiscent of J.D. Berry’s The Djinni Chronicles. But the nifty twist that Order puts on things is that you have a CREATE verb at your disposal, and you must use it to solve every puzzle.

So, for instance, you find yourself faced with a locked door, and must CREATE a key. Done right, this could be an amazingly powerful device, giving the game a feeling of almost limitless possibility. And indeed, there are times when Order feels like that. Of course, there are way more times that it’s disappointing, and not just because I was trying crazy commands like CREATE PHASER and CREATE WETSUIT. Lots of much more reasonable attempts aren’t implemented, and I can’t help but think that some beta-testing would have greatly improved the game’s range of options. Still, there are multiple solutions to each puzzle available from creating various objects, and that aspect of the game is really fun. Too bad the other parts are such a drag.

Oh, there is one more good part — the hint system. These hints are nicely implemented, InvisiClues style, and it’s a good thing too, because nobody is finishing this game without the hints. As I alluded earlier, there’s a critical puzzle in the game’s midsection that is simply not solvable without hints, because its main components aren’t mentioned anywhere. Remember Bio, from Comp03, the game that starts out with gas seeping into your room and you have to get a gas mask out of an armoire, except the only place that says anything about an armoire is the walkthrough? Pretty tough puzzle, right? Well, Order takes inspiration from it with a puzzle where you must perform an action on an orb encased in a steeple. Problem is, nowhere in any room or object description are the orb and steeple mentioned. There is a dome mentioned, but like many of the scenery objects in room descriptions, it’s not implemented. Actually, even for some of the objects that are implemented, the descriptions aren’t exactly superb:

>i
You are carrying a set of white robes (being worn).

>x robes
A set of white robes.

Ooo, spellbinding. So okay, I’ve almost got my template ready. The only thing left is to figure out how to wind it up. I’m leaning towards a plea for the future: please help your cool ideas reach their fullest potential by finishing and testing your games! Please! I may have to edit that part out though, as its refusal becomes more and more certain.

Rating: 4.9

Color and Number by Steven Kollmansberger [Comp02]

IFDB page: Color and Number
Final placement: 24th place (of 38) in the 2002 Interactive Fiction Competition

Color And Number belongs to that genre of IF I’ve begun to call “pure puzzle games” — oh sure, it’s got a shred of plot, something about investigating a cult that worships colors or something, but that’s more or less overwith before the first move, and from that point forward, you’re pretty much in a pure puzzle landscape. And yes, those puzzles are keyed to a particular theme — you guessed it: colors and numbers. True to the precedent established in Comp01 games like Elements and Colours, the game even names itself after its puzzle theme.

About twenty minutes into this thing, I knew I didn’t have a prayer of finishing it in two hours, so I played until I hit the time limit and then stopped. Thus, in fairness, I don’t know whether the story makes a strong resurgence towards the end or anything, but even if it does, this game clearly belongs to the puzzles. Those puzzles are of the sort that prompts lots of note-taking, charting the correspondences between the various pieces the game teasingly doles out. I enjoyed several of these brain-twisters — they have a mathematical elegance, and some of the best ones suggest their solutions quite organically, which is a pleasure.

Others, though, are a little more imperfect. One puzzle in particular stumped me even though I had looked at all the hints for it, and I think there are several reasons for this. First, the feedback level was too low. The puzzle involved performing a string of actions, but without close investigation, the environment betrayed no particular indication about which actions were successful or useful. It’s not that this feedback was entirely absent, but it wasn’t prominent enough for me to even notice until long after I had looked at the answers.

Secondly, the sequence has a bug in it. It’s just a TADS error (one which oddly didn’t show up in my game transcripts, so I can’t quote it) — not enough to prevent the solution from working properly, but more than enough to drain my confidence in the puzzle’s correct implementation. Between that and the lack of feedback, it’s pretty clear how I ended up looking at hints, but even after I had seen them all, and ostensibly solved the puzzle, nothing happened.

I found out, through trawling Google for hint requests, that this was because I needed to do some other actions in an entirely unrelated area. This is not good puzzle design — at the very least, solving that portion should have yielded some noticeable change so that I could understand that my attempt had in fact worked, even if it wasn’t producing any useful revelations until its counterpart pieces were in place.

Critics like me talk a lot about how difficult it is to pull off combining an arresting story with interesting puzzles, but what’s becoming clearer is that even when IF eschews story altogether and focuses solely on puzzles, it presents considerable challenges to its creator. Little prose errors and formatting issues aren’t so noticeable in a work like this (unless they severely cloud meaning), but even tiny feedback or implementation errors can be devastating. Because there’s no story to distract us from game bugs, they loom very large indeed, and as soon as one crops up, it drastically affects the dynamic between player and game. Suddenly, a struggling player ceases to believe that he’s stuck because of his own inability to solve the puzzle, and starts to suspect that game defects are making the puzzle unsolvable, because after all, if bugs crop up in one place, they can be elsewhere too.

Infocom and its contemporaries had a big advantage in this area — if you bought a game off the shelf, knowing that the resources of a full-fledged company had been used to quality test it and that it had been reviewed by major publications, you could be relatively confident that whatever bugs still might lurk within it wouldn’t be enough to prevent you from solving its puzzles. No such assurances exist for an amateur, freeware IF comp game, and consequently pure puzzle games must be fanatically assiduous about debugging and testing. That’s not an easy mark to hit.

Rating: 6.7

Elements by John Evans [Comp01]

IFDB page: Elements
Final placement: 26th place (of 51) in the 2001 Interactive Fiction Competition

Elements is another pure puzzle game, and now that I’m recognizing this subgenre of IF (see my review of Colours), I’m starting to come to a stronger understanding of just what that genre requires. For instance, a pure puzzle game must be constructed with only the most minimal attempt at a story, if any at all. Elements certainly fills the bill here, even mocking the idea of narrative by setting up a false one in the introduction, then immediately snatching it away. The pure puzzle game must also key many of its puzzles and landscape ingredients off a particular theme, and Elements fulfills this one as well, making its theme, predictably enough, the elements. Apparently, naming your game after its puzzle theme is another requirement, though perhaps that one’s optional. On these aspects, Elements is strong, but alas, although they are defining aspects of the genre, they aren’t the most important parts of a pure puzzle game.

More important than plotlessness and theme, for example, is solid implementation. In a story-heavy game, a few bugs don’t derail things as long as they don’t impinge on the plot. In a puzzle game, however, the player is relying on the game to provide a fair, unambiguous, and bug-free setup within which to work, and without this, even the best puzzles lose their charm almost immediately. On this count, Elements is laden with problems.

Despite the help text’s exhortation to “examine the scenery”, a great many scenery objects are completely unimplemented in this game, including some that good sense would indicate ought to at least have a description. For instance, there are carvings on the wall in one room — unimplemented. There are holes in the wall of another room — unimplemented. In a pure puzzle game, these things are just distractions.

More serious problems lurk here, too. There’s a room with no description at all. There’s a room whose description is flat-out wrong, gives away the solution to a puzzle, and makes that solution seem impossible, all at once. There are severe guess-the-verb issues in lots of places. Even the pointless inventory limit is one more needless frustration among many. A pure puzzle game with implementation failures like these is like a crossword puzzle whose black squares are misplaced in the grid.

So good implementation is a must, but a pure puzzle game could probably get by with a few minor bugs, so long as they don’t ruin the puzzles the way the bugs in Elements do. I would argue that the most important piece, the one overriding quality that a pure puzzle game must have in order to succeed, is good puzzle design. Sadly, Elements lacks this crucial factor as well. I suppose it’s just barely possible that someone might struggle through this game without recourse to hints, but I doubt such a person exists. They would need to be the sort who retains faith in a game despite very buggy implementation, and whose authorial telepathy is exceedingly strong. And even they certainly wouldn’t solve it in two hours.

I found that when I finally looked at the hints in bewilderment, my reaction was: “How in the hell was I supposed to guess that?” The game routinely demands highly unlikely actions without providing enough cueing towards those actions. For instance, certain objects in the game possess uncanny powers, though only in very specific contexts. No clue is given as to what these contexts are, and the rest of the time the objects are useless, except as treasure. In addition, there are instances where the most obvious solution is not only unimplemented, its lack of availability isn’t even given a perfunctory explanation. In one of the most egregious moments, putting one thing on another is a solution to a problem, despite the fact that the latter object’s default message remains “Putting things on the <object> would achieve nothing.”

Players cry foul at moments like this, and they are right. Oh, did I mention the game’s way too big for the competition? The game’s way too big for the competition. Just one more problem element to be found in Elements.

Rating: 3.6