PAX East Part 4: Saturday They’ll All Be Back Again [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the fifth in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly and the links ever so much more.]
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Compared to Friday, Saturday was pretty low-key. Then again, it’s not fair to compare anything to Friday. I let my exhausted self sleep in, then showered, packed up, etc. I met my friend Ruth Atherton for lunch, along with her partner Yigal and their adorable boy Natan. I’ve known Ruth since our freshman year of college at NYU — over 20 years ago now! — and it was wonderful to spend some time with her again.

Ruth dropped me at the Hilton, and I stopped into the IF Suite, where the PAX SpeedIF efforts were well underway. I opted out, given that 1) I didn’t bring my laptop to the suite, 2) it’s been years since I actually wrote any IF code, and 3) I didn’t want to spend my PAX time heads-down coding anyway. So it was off to the convention center, where I undertook my next mission: a present for Dante! I checked out a Boston souvenir store in the Prudential Center and picked up a cute little Boston ball, to use as a backup if I couldn’t find anything in PAX itself. But I did — his own bag of dice. He’s often wanting to play with my dice, so now he’s got his own. (He was quite delighted with these gifts when I brought them home, and as he often does, he immediately turned it around on me. “Pretend that you are Dante and I am Daddy! Dante, I brought you some presents! A Boston ball, and your very own bag of dice!”)

After a quick trip to Trader Joe’s for some trail mix and water, I took the time to explore the rest of PAX, but between the incredible crowds and my own lack of motivation, I didn’t really hook into anything. I wasn’t up for boardgaming with strangers, nor did I fancy standing in line for a chance at console, PC, or handheld games. And of course the panels were out of the question — you had to arrive at least 30 minutes early to have a crack at getting into any panel, and none of the panels at that time were terribly interesting to me anyway.

So back to the IF suite I went. I hung out and chatted with various people, and even skipped dinner so that I could spend more time in the ambiance. (That’s where the trail mix comes in.) There were a few people I missed — I would have loved to hang out with Stephen and Rob a bit more, for instance — but I really enjoyed the various people I talked to. I think part of the connection-missing may have had to do with the fact that while I have a cell phone, it is a creaky 2005 pay-as-you-go model with no internet access and the clunkiest of texting capabilities. Normally, this does not bother me at all, but sometimes during PAX weekend I felt like an timebound mortal in a Kage Baker Company novel, looking on in blissful ignorance while all around me the immortals communicate telepathically. It probably also wouldn’t hurt to hang out on ifMUD more than once every two years.

All part of the thawing process, I suppose. While I wasn’t musing on that, I also kept an eye out for newbies and visitors. I hooked several people up with IF swag and talked to them about the medium and the community, which felt great. Extended social exertion like that is a bit out of my comfort zone — I’m an introvert by nature — but I liked helping with the IF outreach mission.

That mission was the subject of the informal panel at 7:00. That panel featured Andrew Plotkin, Jason McIntosh (aka jmac), Chris Dahlen (gaming journalist), and John Bardinelli (of JayIsGames). It was moderated, in an endearingly prolix style, by Harry Kaplan. (I should mention here that Harry was quite helpful in getting me connected with the pre-PAX discussion, and was particularly welcoming to me in the suite. Also, he’s apparently the cousin of Paul Fishkin, who founded Stevie Nicks’ record company! Remote brush with fame!) Harry would make a discursive, intentionally provocative statement, and ask the panel to respond, offering the lead to a different panelist for each question. The discussion often expanded beyond the panel and into the room, which was great, because the room was packed (seriously, packed) with very smart people.

I am terrible at reconstructing discussions, so I’m not going to try to do it here. Much. I will say that I was particularly struck by the way Emily framed the problem of IF’s learning curve. The parser, she said, makes a false promise, strongly implying by its openness that it is able to handle anything the player throws at it, which is simply not true. Lots of people would like to see IF respond by expanding the range of actions and phrasings that the parser can understand, but Emily disagrees. She could do a much better job than I of articulating this, and probably does so somewhere, but essentially she argues that expanding the parser is a blind alley, because it never eliminates the false promise issue, and creates a ridiculous implementation headache. Even if the game could legitimately understand a much wider range of commands, coding meaningful responses to that radically expanded command set is a misuse of our energies. Instead, she suggests that we embrace IFese while finding ways to help games gently nudge players in the right direction when it seems that they’re struggling to speak IFese to the parser. She did some work toward this in City Of Secrets, and Aaron Reed apparently does even more in Blue Lacuna. She points to Façade as a cautionary example of what happens when you try to go the other direction.

After the panel, there was a bit more chatter, and then it was time to for SpeedIF contestants to turn in their games. I had no laptop, but Juhana Leinonen very kindly let me use his to play Sarah Morayati’s Queuelty, which I found quite enjoyable.

More chatting, more hanging out, but eventually, sadly, it was time for me to go. There would be more events on Sunday, but my flight left early Sunday morning — I hadn’t wanted to take undue advantage of Laura’s generosity with the childcare, so I kept my trip to two days. I’m sorry to have missed Sunday, though. From what I read [in a livejournal that has since been deleted and purged, even from the Wayback Machine — 2022 PO], it was great.

The rest is uninteresting travel details, except for this revelation, which traveled home with me: it has become painfully, unmistakably clear that working every night and weekend is ruining my life and blocking me from doing the things that actually make me happy. The truth is that nobody ever told me to do that (well, with some exceptions) — it’s just that I’m so overwhelmed all the time, so behind all the time, that I feel like I have to do that in order to have a remote chance of success at work. But keeping my head above water there has come at the cost of drowning the parts of myself I treasure more. So I’m going to stop doing that.

I’m going to try, anyway. It’s rather shockingly hard to draw firm boundaries around work when they’ve been obliterated for so long. I’m taking it one day at a time. I’m on Day 6 now, and even in the last week I’ve been able to produce these blog entries, which would have seemed ridiculously out of reach a few weeks ago. That makes me happier than I’ve been in quite a while.

PAX East Part 3: Do You Like Movie? [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the fourth in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly and the links ever so much more.]
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In the afterglow of the panel, intentions were formed in the direction of dinner. Boston residents Dan Schmidt and Liza Daly kindly guided us to a fabulous sushi restaurant: Samurai. Delicious food, wonderful company, beer — what’s not to love? Only one thing, it turns out: the place was too small to accommodate the 12 of us at one table, so Emily, Rob, Dan, and Liza ended up at their own table beyond earshot of ours. And we got split up just as I was in mid-sentence with Emily: “I think some topics that didn’t get touched in the storytelling panel were–”

(For the record, the rest of the sentence was “integrating hints adaptively into the story in a way that feels seamless, and exploring PC emotion — how and whether to convey it.”)

After dinner, we paid the check (or rather, Stephen paid the check and we paid Stephen) and headed back towards the convention center to get in line for GET LAMP! Then, confusion ensued as we realized we’d inadvertently left behind Christopher Huang and Sam Kabo Ashwell. We went back, they weren’t there, we milled, we shivered, we went back to the convention center and found that they were in line ahead of us. It was like a French farce, only huge and freezing cold.

Anyway, we hung out in line for a while, then made our way into the “theater” — really just another convention center room with a projection screen set up. We got seats in the back, but the point is: we got seats. Others in the room ended up against the walls, on the floor, etc. There weren’t enough chairs, but everybody got into the room, which is a decidedly good thing. Jason was contemplating a second showing if they’d had to turn people away, but that showing would have started around midnight.

And now, a discursive aside about GET LAMP. About four years ago now (actually, now that I look at it, exactly four years ago today [“today” in this case being April 2, 2010, the day I originally posted this piece –2022 PO]), I got an email from somebody I’d never heard of, a guy named Jason Scott. He claimed to be a filmmaker, working on a documentary about IF. He wanted to know if he could interview me. I checked out the website, and he looked legit — for one thing, he’d already completed one such project, a huge multi-episode docu about BBSes. So I told him I’d be delighted to talk IF with him sometime.

Then, nothing until January of 2007, when I suddenly got notice that Jason would be in town in a few weeks, and did I still want to be interviewed? I sure did, so on a snowy Saturday night we met inside my deserted workplace (this was back before everybody at my job was working weekends) along with Robb Sherwin (who was apparently the guy who gave Jason my name — thanks Robb!) and his girlfriend Dayna. Jason set up his camera and asked questions. I blathered for 90 minutes, wondering if any of this was remotely usable. Then Jason took us out to dinner at an excellent French restaurant. All in all, not a bad night at the office.

Jason interviewed a bunch of other people throughout 2007, and then GET LAMP seemed to go dark for a while. Work continued sporadically, but it was hard to see what the endpoint would be. But last year it caught fire again. Jason lost his job and rather than look for another one, he ran a Kickstarter project to raise $25,000, and damned if he didn’t do it, and even go beyond. To me, that was a huge statement about the confidence and trust he’s built in the community of people around him. He used the money to pay living expenses while he finished GET LAMP, with the result that he was able to premiere it at PAX East. What he showed wasn’t the final cut of the movie, but rather a 70-minute “mix” tailored to the PAX audience. The whole shebang is going to be a 2-DVD set, with boatloads of bonuses, games (including my own), and even a branching path at one point in the movie. Heh. He’s sending me a copy, because I was an interviewee — a very classy move, according to me.

So that brings me back to PAX. What I can say about the movie I saw is this: I loved it. Yes, there were a few pieces that needed some technical polish, and a couple of spots that made me cringe a bit, but overall, WOW. It conveys what’s special about IF with such passion and cleverness, and it brings in some angles that feel fresh. It’s touching, it’s funny, it’s very effective at conveying information, and it’s quite entertaining. Also, it’s 70 minutes of very smart people discussing something about which I care deeply, so it’s pretty much made for me.

Top 5 terrific things about GET LAMP

1. Egoboo. Yes, okay? It was quite gratifying to see myself managing to speak somewhat coherently about IF in the clips that featured me, and I felt quite honored to be placed in a context alongside people whom I hold in very high esteem.

2. Insight. A lot of thoughtful people had a lot of thoughtful things to say. Some of them I’ve heard a thousand times already, but they’d feel fresh to somebody for whom this was a new subject. Others felt fresh to me too. One example that sticks out: Jason Shiga observing that when you’re a kid, you don’t get to make a lot of choices. You don’t decide where to live, where to go to school, how to spend much of your time. When you’re in that situation, having a game offer you control of the story you’re in can be a very satisfying feeling indeed.

3. The section on blind players. Jason very astutely taps into the subculture of blind IF players, for whom this is one of the only feasible genres of computer game available. One of his subjects, Michael Feir, was somebody I kept in contact with when I was editing SPAG. Michael was the longtime editor of Audyssey, a gaming zine for the blind. Anyway, this section of the film had some wonderful pieces to it. I loved the woman who observed that one of the skills IF helps you build is mental map-making, and suggested that playing IF has made her more confident when she’s exploring an unfamiliar place. And Austin Seraphin is great, cracking that when a game tells him, “It’s pitch dark. You can’t see a thing,” he just thinks: “So what does that matter?”

4. Infocom. Dave Lebling, Steve Meretzky, Mike Berlyn, Stu Galley, Marc Blank, Brian Moriarty, Amy Briggs, et cetera. These names lit up my teen years so much they may as well have been rock stars. This movie had fantastic footage of each of them, telling great stories from the company’s heyday and offering perceptive opinions about the form in general. What a pleasure it was to see their faces, hear their voices, and get to know them a little better.

5. Explanatory power. I am very, very accustomed to getting befuddled stares when I talk about interactive fiction. I love that such a compelling visual text exists, that can introduce the subject to somebody new with both the intellectual clarity and the emotional weight it deserves. I’m very hopeful that it’ll bring a fresh wave of enthusiasm into the IF community itself, and that I can use it with my friends and family to shed some light on my ongoing fascination.

The best part of all, though, wasn’t so much the film itself as the moment it created. Jason sums it up: “this had, by dint of using my film as the stone in the stone soup, become the largest assembly of interactive fiction folks in history. Creators, players, and legends were going to assemble on PAX East, and make it something very, very special.” That’s exactly what happened, and nothing exemplified it more than the panel after the film:

* Dave Lebling (Zork, Enchanter, Spellbreaker, The Lurking Horror)
* Don Woods (Adventure, need I say more?)
* Brian Moriarty (Trinity, Beyond Zork, Wishbringer)
* Andrew Plotkin (So Far, Spider And Web, Shade)
* Nick Montfort (Twisty Little Passages, Ad Verbum, Book And Volume)
* Steve Meretzky (A Mind Forever Voyaging and so many other great games that just the thought of typing them out exhausts me.)

Again, Jason will release the footage at some point, so I’m not going to try to recap the panel. Suffice it to say that it was an unbelievable confluence of talent and history, a great discussion of IF, and oh by the way Meretzky is FREAKING HILARIOUS. Stephen later asserted that Steve Meretzky must be on every panel, everywhere, from now on. I quite agree.

After the film, I got to shake the hands of some legends and thank them for the huge positive impact on my life. We toddled on back to the suite, buzzing. The conversation there felt infused with joy; it glowed in the dark.

It’s hard to explain what this day meant to me. It was one of the best days I’ve had in years and years. Jason said to me later, “This weekend is like one big hug for you, isn’t it?” He’s not wrong. It was emotional, even more so than I expected, to be a part of this gathering — Rob called it the “IF Woodstock.” I tried to say so in the suite, though I’m not sure how articulate I was. I felt filled with love, for interactive fiction, for the IF community, and specifically for these people who shared this experience with me. It was vivid, elevating.

After the party broke up, I grabbed a taxi back to my hotel (the T had long since closed), and before I went to bed, posted this on Facebook:

Back when I was active in the interactive fiction community, and also going to conferences for work, I used to daydream about an IF conference where we’d have bunches of key people from the past and present, panels about various aspects of the form, face time with all these people I just knew as words on a screen, etc…. Today said: “I’ll see your dream, and raise you an IF movie!”

PAX East Part 2: There’s More At The Door [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the third in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly and the links ever so much more.]
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After some suite chat, 2:00 rolled around, which was the time PAX was officially supposed to open. So a large contingent, myself included, headed con-wards. My first and most lasting impression of PAX is: PEOPLE. People, people, and also, more people. Behind them are other people, who block your view of the people already inside, and if you turn around, you can see a long line of people, stretching back farther than you can see. I feel like if I’d missed my plane, I could probably have walked a couple of blocks from my house in Colorado and gotten in line for the PAX keynote with Wil Wheaton. Good lord, there were a lot of people.

Serious luck was on my side, as I had Rob Wheeler along to act as my Virgil through the utterly overwhelming and confusing human ocean that was the PAX entrance. He’d attended the Seattle PAX the previous Fall, and had also scoped out the scene beforehand to pick up his Speaker badge. (More about that later.) He helped me navigate my way into a long entrance queue, along with Sarah Morayati, a very friendly (and talented, I later discovered) woman who came on the scene in the last few years.

Meeting Sarah was my first taste of a feeling that was to get very familiar over the next couple of days. I am, I discovered, Unfrozen Caveman IF Guy. It’s as if I’ve been in suspended animation for the last five years, and I thawed out at PAX, like Captain America looking up at the Avengers and thinking, “Who are you guys?” When Dante was born in 2005 (and really, a little before, as we were preparing for his arrival), I withdrew pretty thoroughly from the IF scene. I handed SPAG over to Jimmy Maher, I pretty much stopped writing reviews, I stopped reading the newsgroups, and I stopped visiting ifMUD. There have been exceptions here and there — my review of 1893, for instance, or my work with Textfyre — but for the most part, I have been absent. It turns out that a lot can happen in five years! I’m excited but a bit overwhelmed at how much there is to catch up on.

Speaking of overwhelming, when the line finally moved into the convention proper, we quickly heard that we wouldn’t make it into the keynote. We connected up with Stephen, and headed into the expo hall. This is about the point when sensory overload started attacking my brain cells, making it impossible for me now to retrieve my memories of who was where when. I know there was a group of us, and we met up with another group, and Mark Musante was there, and Jacqueline Ashwell was there, and Iain Merrick was there, and Dan Shiovitz was there, other people I don’t know very well were there, and probably lots of others I do but everything is blurring together because have I mentioned that good god there were a lot of people?

In the expo hall, there was also a lot of noise and sound. Wait, make that A WHOLE GODDAMNED LOT OF NOISE AND SOUND!!! And people. Of course. We watched Rob play Dante’s Inferno, which apparently involves Dante kicking lots of ass and not, as someone pointed out, fainting a lot, the way he does in the book. We watched Stephen play some game that involves falling and is impossible to Google because its name is something like “AaaaaAAaaaAAAAaaAAAAAa!!!!” We saw lots of booths and bright colors and LOUD SOUNDS and so forth. You get the idea.

After some time, I went with a subgroup of people to attend a 4:00 panel called “Design an RPG in an Hour.” It was crowded! I ended up leaning against the back wall. The panel was more or less like improv comedy, except take out the comedy and put in its place boilerplate RPG elements. What will our setting be? What is the conflict? Who are the protagonists and antagonists? What are their special traits? (i.e. What will their stat categories be?) It was pretty well-done, albeit dominated by what Stephen accurately termed “goofy high-concept stuff” from the audience. For instance, the guy shouting out “talking dinosaurs!” got a round of applause. I was happy to be there in any case, because there was a 5:30 panel on IF that would be in the same room, so I figured we’d stake out the good seats.

Now, this is a very cool thing. Some IF community folks pitched the idea of a PAX panel called “Storytelling in the World of Interactive Fiction,” and to our general delight, the PAX organizers made it part of the official con schedule! Going to this panel was one of the main reasons I wanted to come to Boston. So when it became apparent that PAX enforcers would be doing a full room sweep to prevent the very camping behavior I was counting on, it was time to make a new plan — and apparently, there was quite a line forming. So we snuck out before the panel ended to get in line.

And my goodness, it’s a lucky thing we did. When I first saw the room, I couldn’t imagine how we’d fill it with people wanting to hear about IF. But after we took our seats (which were quite good), people started to flow in. And then more came. And then more. The chairs: filled. The walls: filled. The aisles: filled.

THEY WERE TURNING PEOPLE AWAY.

I get chills again as I write it. I mean, I’m very sorry for the people who got turned away. I met several of them over the course of the weekend, and they were quite disappointed. But holy shit, what hath PAX wrought when we can cram a huge room with people interested in our medium, with tons more hoping to get in? It was stunning, absolutely stunning.

The panel itself was great. It consisted of some of our best: Emily Short, Andrew Plotkin, Robb Sherwin, Aaron A. Reed, and Rob Wheeler moderating. I won’t try and recap the panel, except to say that it was wonderful to hear sustained, intelligent, live discussion of IF. The charming Jenni Polodna, another arrival during my years on ice, wrote some very thorough notes about it, and Jason Scott filmed it, so you’ll probably be able to see it yourself sometime. Which, if you were one of those turned away, might help a bit.

All I know is that at the end, I felt like I had a whole lot of games I needed to play.

Top 10 IF games to play if you’ve been in suspended animation for the last five years

1. Blue Lacuna by Aaron A. Reed

2. Violet by Jeremy Freese

3. The games of the JayIsGames IF Comp

4. Lost Pig by Admiral Jota

5. Make It Good by Jon Ingold

6. De Baron by Victor Gijsbers

7. Alabaster by a Emily Short and also a whole boatload of people.

8. The Shadow In The Cathedral by Ian Finley and Jon Ingold. [Hey, one I’ve played! I was even a tester for it!]

9. Floatpoint by Emily Short

10. Everybody Dies by Jim Munroe

PAX East Part 1: The Suite Life of Zarf & Co. [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the second in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly.]

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There were further travel adventures after the plane arrived — I found my way to the subway without any trouble, and got off at the right stop, but it was dark and raining, and I was quite disoriented. Lucky for me, there appeared on the horizon a lovely Au Bon Pain with free wireless access. I ducked in and got my bearings over a delicious lemon danish & chocolate-dipped shortbread. Mmmmm… empty calories. Also, let’s hear it for the Internet — it was so great to 1) figure out the right path to my hotel via Google Maps, 2) write Laura to tell her I’d made the plane, and 3) look up sunrise tables to figure out when I’d have a little light on my side.

Armed with this information, I walked to my hotel as the sun rose, and asked them if there was any way I could pretty please get into a room early so I could grab a nap before proceeding with the rest of my day. Unfortunately, they’d been sold out the night before, so they didn’t have any rooms open that early. They took my phone number and suggested I grab a leisurely breakfast — they’d call me when something opened up. The rain had turned to snow at that point, so I opted to stay within the hotel. They had a cafe with a nice (albeit hotel-expensive) breakfast buffet, so I camped out up there for the next couple of hours until they finally called me with the good news.

Got a room, got into bed. Blessed sleep.

At 12:30 I arose, cleaned up, figured out my train path, and headed over to the IF hospitality suite. This was a room in the Hilton arranged by Andrew Plotkin (aka Zarf) on behalf of the People’s Republic Of Interactive Fiction (a Boston-based IF group) to be a welcoming space for PAXies interested in IF. They printed up friendly fliers and everything (click images for larger versions):

Photocopy - the front side of a flyer advertising "The People's Republic of Interactive Fiction" Hospitality Suite at PAX East 2010, listing various IF-related events at the con and in the room.

Photocopy - the back side of a flyer advertising the IF Hospitality Suite at PAX East 2010 - a faux IF transcript about finding the suite.

When I got there, I was pleased to find that it was pretty crowded! Not only that, it was full of people I’d known online for more than 15 years! Zarf was there, of course — we’d never met, although we’ve been in the same community since 1995. Also there was the estimable Stephen Granade, another guy I’ve known since the very beginning but never been face-to-face with. A few people I’d met at an IF gathering several years ago, so I wasn’t completely overwhelmed with face-to-name energy, but still, it was pretty amazing.

Top 5 awesome things about the IF suite

1) The swag! Robb Sherwin put together a great IF promotional CD (this, but updated with newer stuff) to give out to visitors. There was also a nifty postcard, with art on the front and a handy how-to on the back. Plus: badge ribbons, stickers, buttons, and nametags!

2) The food! Zarf & co. were kind enough to provide lots and lots of chips, M&Ms, and soda, and others brought delicious treats as well. Across the hall, Ben Collins-Sussman and Jack Welch even provided beer! Woo hoo!

3) The energy! At any given moment, there were usually two or three conversations going — newbies connecting with veterans, different subsections of the community interconnecting, people getting acquainted who had never really met before. People talked about IF, and also about their lives, what was happening at the conference, and what was for dinner that night.

4) The special guest stars! Don Woods, co-creator of the original Adventure, came to an IF panel and chatted with folks. I got to hang at the edge of a conversation between Emily Short and Steve Meretzky, so I got to thank the latter for his work, which has meant a lot to me over the years. Especially A Mind Forever Voyaging. Wow. Jason Scott hung out for a while doing his larger-than-life, bursting-with-anecdotes thing. It was a bit like a bunch of indie bands hanging out together, and then occasionally Paul McCartney or Robert Plant might drop by.

5) The people! I suppose this is a superset of the previous one, but holy cow, this room was PACKED the entire weekend! There was something really special about this locus of passion and force about IF. I loved talking to people who were new to the scene. I loved talking to people who had become community celebrities in the time I’ve been out of the loop. I loved talking to people I’ve known for years from the other side of a screen. I loved being in that room.

Bronze by Emily Short [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2006.]

IFDB Page: Bronze

Alloys and Allies

The unveiling of Inform 7 is hugely exciting for many reasons, not the least of which is a sudden bounty of new games by Graham Nelson and Emily Short. These example games are meant to show off various capabilities of the development system, but the designers being who they are, the games are likely to be eminently playworthy in their own right. This review begins what I hope will be a series [Welp, that didn’t happen. — 2021 PO] that illuminates the value of these example games to players, quite aside from what they demonstrate to authors.

First on the list is Bronze, an adaptation of Beauty and the Beast and an old-fashioned puzzlefest, though only old-fashioned in the good ways. There are no mazes, no hunger puzzles, no expiring light sources; for such favors I thank the author sincerely. What we have instead is a large landscape (in this case the Beast’s castle), a well-paced plot punctuated by clever puzzles, and a variety of endings that allow for varying interpretations of the main character. The PC herself goes unnamed, but she is clearly the Beauty of the story, known as Belle in many versions, including both the Disney and Cocteau films. The tone of this game is much closer to the latter, pleasantly. In fact, Bronze reminded me often of Cocteau’s La Belle et la Bête — its gloomy, echoing chambers, its magical aura, and of course the wounded, romantic figure at its center.

Bronze‘s castle is less wildly inventive and evocative than Cocteau’s, though of course this is a rather rarefied standard to apply. What it does have over any other adaptation I’ve seen, however, is dimensionality. This game cannily exploits the strengths of IF to use its landscape for multiple ends. At the most basic level, it arranges the map in three dimensions, and at several points forces us to think not only of what is around us but what is above and below. A further (and more interesting) depth accretes as the PC’s memories surface in connection with certain rooms and objects. This is not a new trick in IF, but it’s very well-wrought here. Later in the game, we are shown yet another dimension via a magical item that allows us to hear the memories that other characters attach to various places. In addition, the game lays in a great deal of history to the castle, the Beast, the Beast’s family, and so forth — indeed, learning this history is essential for completing the game. The historical information is nicely woven, mostly avoiding infodumps and cutscenes in favor of memory-freighted objects and consultable items.

On the down side, though, the need to CONSULT X ABOUT Y so often was perhaps Bronze‘s greatest weakness for me. I got rather impatient with having to plumb so many sources about so many topics, especially when only one of the sources was portable. No doubt I’m rather spoiled by small competition games. Perhaps more to the point, I squeeze IF into the corners of my life and thus am not only unable to remember many details from one play session to the next but also reluctant to take notes while playing. I’d imagine that someone in a different mindset would find all the research opportunities quite rewarding. I did not.

Another choice that stymied me was the structure of the endings. My first attempt at Bronze terminated rather abruptly, at a less-than-optimal ending, and it was not immediately apparent why I couldn’t keep proceeding to complete the other goals that would have led to a more satisfying conclusion. The answer had to do with my failure to consult a particular item about a particular topic before that item disappeared, but I did not put this together until after I had turned to the walkthrough. Even after I understood the problem, it still felt a little unfair to me — I wish there were a bit more space in the design to prevent such accidental losses. Finally, there were one or two aspects of the magic system that took me a long time to figure out. Some of this may have been due to haste on my part, but I think they were also a little underdescribed.

Enough whinging. An area where Bronze really shines (uh, no pun intended) is in its technical prowess. Its blurb text promises “a number of features to make navigating a large space more pleasant,” and those features are lovely. GO TO <location> navigates the best path from the player’s present location to the target room, a godsend for the many, many occasions when one has to trudge from one end of the castle to the other. Similarly, FIND <object> takes the PC directly to the target object’s location via the same pathfinding method. Bronze also implements LOOK <direction> to let the PC investigate adjacent rooms without traveling to them. Other great features include an adaptive hint system accessed via the THINK ABOUT verb, and a status bar that shows not only what exits are available but also color-codes those directions according to whether they have been explored or not. Finally, I must mention the very newbie-friendly, context-sensitive “novice mode” that gently injects instructions for how to deal with the IF interface throughout the game. In fact, Bronze is a game I’d recommend for newcomers to the form, since its story is a familiar one, its help system is extensive, and its writing is rich and enjoyable.

A few more words about that writing. Short’s style is a familiar one by now: elliptical but densely packed, full of arresting images and subtle wit. At times, devoting so few words of description to so large a map can make the game feel a bit sparse, but more often it achieves a lovely mystique, showing us just enough to intrigue and enchant. Many sentences are striking in both their economy and power, such as this description of a door:

The work of the hinges and handle, the color of the wood, the point of the arch: all malevolent.

In addition, the imagery of the castle’s fixtures is pure Short, such as the giant hourglass whose sands never stop pouring, or the cherry-wood floor in which is carved an expansive map of the Beast’s kingdom. Another authorial trademark that will be familiar to fans of Savoir-Faire is the game’s detailed working-out of a magic system and its implications not only for puzzles but for character and story as well. Bronze is no masterpiece, but it is a well-crafted, fun, and satisfying game. I recommend it not only to people wishing to learn Inform 7 but to all fans of quality puzzle-laden text adventures.

Dungeon by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2001.]

IFDB page: Zork

Archaeology

Zork I was the first text adventure game I ever played, and I played it a lot. That game occupied many, many hours of my time and, to this day, it remains one of only a few Infocom games I was ever able to solve without hints, due solely to my stubborn and relentless attention to it. Between those marathon childhood sessions and the occasions on which I’ve replayed it since, I have walked those underground caverns many times, and their geography is so fixed in my mind that I think if I should ever find myself transported there, I could navigate with ease. Or, at least, that’s how I used to feel, before I started playing Dungeon and got my internal map thoroughly whacked.

Dungeon is the predecessor to the Zork games; it was MIT’s answer to Crowther and Woods’ Adventure and, much like that game, it lived on a mainframe, since its prodigious size was too great for the personal computers of its day. When the authors decided to make a commercial go of the text adventure business, they chopped Dungeon into three sections, rearranging the geography and adding some new elements to each chapter, especially the second and third. I’ve played the Zork games many times, but I had always wanted to play the mainframe version in order to better understand just what was added and what subtracted. So when I opened the WinGlk version of Andrew Plotkin’s C translation of the game, I was prepared for some shifts in layout compared to my deeply-graven memories of Zork I.

What I wasn’t prepared for, though, was the way in which Dungeon gleefully confounds any sense of actual geography in exchange for making the game map another obstacle to be overcome. In Dungeon, connections that line up properly (for example, leaving one room to the south and entering the adjoining room from the north) are the exception rather than the rule. Instead, you may go west and find that to get back to where you came from, you have to go west again. In a recent article about crafting a good setting for fantasy IF [1], Emily Short addressed this tendency:

[In] the ideal IF setting, the parts of the setting relate to each other in comprehensible ways. Things are located sensibly. I dislike mazes not only because you do have to map them but also because they interfere with and scramble up the intuitive sense of place that I otherwise build up as I play.

In this sense, almost the entirety of Dungeon functions as a maze, and any coherent sense of place that might emerge is bound to get smacked down as soon as the next exit is explored. I have a pretty good knack for mapping in my head, and thus don’t tend to make a map while playing IF but, with this game, there was no way I could pursue that strategy. Thus, grumbling, I hauled out my copy of GUEmap and tried diligently to record the tortured web of interconnections that make up the Dungeon landscape. When I finally finished, I uploaded the results to GMD so that other players like myself won’t have to struggle through the game’s mazes on their own.

And oh, the mazes — in addition to the general illogic of its structure, Dungeon also sports several mazes, all of which carry the “warped connections” tendency to its furthest extreme. Of course, when seen from the historical perspective, these mazes make sense: Adventure had mazes, and since mazes are one of the easiest kinds of puzzles to create, it follows that the game attempting to top Adventure would have mazes of its own. What Dungeon does, though, is to twist the knife: not only does it present the player with mazes, it confounds the typical “drop item and map” strategy by having an NPC come along and remove or rearrange those items, taunting the player with comments like “My, I wonder who left this fine hot pepper sandwich here?”

When viewed with a modern eye, obstacles like this make clear how different is the stance of modern IF from its ancestors. Dungeon set itself up unambiguously as the player’s antagonist, and it wasn’t particularly concerned with telling a story, nor even with describing a world. Plot is nonexistent, and fabulous treasures are described with perfunctory lines like “You see nothing special about the sapphire bracelet.” Instead, Dungeon puts its energies into confusing and confounding the player, and wacky map connections are but the tip of the iceberg. Along with the aforementioned mazes, there’s the light source, which always runs out at the worst possible times. There’s the Round Room, guaranteed to tangle any map. There are the “secret word” puzzles, some of which still perplex me to this day, even though I know how they operate. And of course, there’s the thief, whose annoyances are both numerous and legendary. Dungeon wants nothing more than to see you fail, and it’s not overly concerned with how much fun you might be having. As Robb Sherwin asserted on rec.games.int-fiction recently [2], “Zork hates its player.”

Today’s IF, by contrast, works a bit harder to collaborate with the player, with the aim of creating a shared experience, both in setting and plot. Even the Zork games moved in this direction, at least in comparison to Dungeon, mitigating some of the latter game’s greatest excesses by straightening out many map connections, allowing more flexibility with the permanent light source, and providing a bit more description from time to time. The ways in which Infocom itself engineered the shift from “text-based puzzle games” to actual interactive fiction is a subject for another article, but what’s become clear is that where the emphasis was once on opposition, it has shifted steadily to cooperation.

To my mind, this shift is both appropriate and necessary, and what playing Dungeon illuminated for me is that this movement towards collaborative IF is not the same thing as the concurrent movement towards “literary IF”, though they are often confused for one another. I can envision a game that, like Dungeon, has no particular literary pretensions, but unlike Dungeon, isn’t trying to undermine its player through the use of arbitrary techniques like twisty map connections and unreliable light sources. I would assert that collaborative IF doesn’t need to tell a story, and it certainly doesn’t need to aspire to literary greatness, but it does need to work with the player to create a rich, interactive world, and it does need to be concerned with giving the player a positive, fun experience. Of course collaborative IF can be puzzleless, but it needn’t be — puzzles can be part of the fun, as long as they aren’t geared towards forcing restarts after 800 moves, or making the player do tedious, menial work.

The move away from antagonistic IF is the reason why things like mazes, limited light sources, and starvation puzzles are met with a chorus of jeers these days, but the elimination of these elements doesn’t necessarily dictate anything in particular about how literary or puzzleless a game might be. Instead, the change makes the whole experience of IF more about fun than bloody-minded perseverance; playing Dungeon makes it clear how necessary this change was, and how far we’ve come since those mainframe days.

REFERENCES

[1] Short, Emily. “Developing A Setting For Fantastical Interactive Fiction”, 2001.

[2] Sherwin, Robb. “Re: nevermind”. rec.games.int-fiction, 2001/06/05

City Of Secrets by Emily Short [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2004.]

IFDB page: City Of Secrets

Life In The Big City

Here’s a quote from the ABOUT text of Emily Short’s City Of Secrets:

This game is meant to be playable even by someone who has never encountered interactive fiction before, and be a gentle introduction to the genre. It is not terribly difficult, nor is it possible to die until the very end. One playthrough is estimated to take about three hours.

After playing through the game once, I feel I can say with confidence: “Three hours? HA!” I will happily grant that Short has undertaken a considerable effort to make CoS newbie-friendly, but for someone who is at all interested in exploring the game’s world, three hours is a very conservative estimate indeed. It took me almost three hours just to reread the transcripts of my traversal through the story.

But that’s the thing with interactive fiction, isn’t it? I suppose it’s quite possible that an experienced player on a serious mission, who declines to examine the scenery, who asks only the most pointed questions of NPCs, and who treats the entire thing as a series of puzzles to be solved, could conceivably complete CoS in three hours, but such a player would be missing out on a great deal of the richness that this game has to offer. In fact, I’d make the case that the game’s openness to newcomers and (what for lack of a better word I’ll call) its size are of a piece — they both contribute to one of CoS‘s best qualities: its deep, robust interactivity.

Examples of player-friendliness are everywhere in this game, but here’s one of my favorites:

> attendant, show me the book please
[While your good manners are appreciated, it's unnecessary to append terms like "please" to your commands.]

To talk to a character: Type >GREET to begin a conversation. You will get a list of options of things to say. If you want to change the topic of conversation, type >T and (assuming that's a valid topic) you'll get a new menu of conversation choices.

Now that is just pure class, since 99% of IF games would have just spat out “I don’t know the word ‘please'” or (only slightly better) had the attendant give a blank look or some other “don’t know” response. CoS, on the other hand, anticipates a word that’s likely to confuse the parser, targets it, and responds to it (and to the inappropriate conversation syntax) with a set of instructions to help players communicate more effectively with the game. Besides little touches like this, CoS provides copious documentation, particularly an excellent sample transcript. I especially admired this transcript for using a clever technique that I don’t remember seeing before — it shows the events just leading up to the beginning of the game, and thus not only teaches the rhythm of IF but also serves as story prologue and provides further character depth to the PC.

Once I was through the prologue and wandering the streets of the game’s titular City, I was frankly astonished at the depth it offers. Yes, the vast majority of scenery objects are described, frequently down to second and third levels. This sort of thing is becoming more de rigueur in modern IF, though it’s rarely pulled off with the thoroughness that Short achieves here. In addition, room and object descriptions change to reflect the past experiences of the PC, demonstrating knowledge of other parts of the game once it’s been acquired. Beyond that, random scene-setting messages serve not only to make the City actually feel populated, but to play some of the subtle, sinister notes that hint at plot and theme.

Beyond these are the characters, of whom there are many and most of whom are able to act and converse on a very large variety of topics. I’ll discuss NPCs and conversation further below, but suffice it to say for now that CoS‘s 2003 XYZZY award for Best NPCs was very well-deserved. Beyond the NPCs, and perhaps most impressive of all, is the avalanche of ancillary material available in the game. My mouth was literally hanging open as I perused a bookstore and found volume after volume that I could actually read — pieces of fiction, historical background on the setting, gentle jokes set within the game’s milieu, and on and on and on. Now I don’t mean to suggest that entire novels or histories are actually embedded within the game — that kind of detail would move from dedication into insanity — but more effort went into the book objects in CoS than goes into the entirety of some other games.

Oh, and lest I give the impression that City Of Secrets merely overwhelms with quantity, let me hasten to point out that its quality also remains very high throughout. Short’s typically elliptical and evocative prose falls in layers that pile up to create vivid, intense images — this woman can get more mileage out of sentence fragments than any author I’ve ever read. She’s found a way to deploy them that seems perfectly suited to IF, especially object and room descriptions. The dialogue, too, was top-notch, and plot-advancing moments happened with satisfying smoothness. The milieu, also, was a great deal of fun — magic and science side-by-side, computers and spells combined. Of course, this idea isn’t exactly new, but it felt fresh in Short’s hands.

All of these sterling qualities — the great writing, the remarkable implementation, the incredible depth — make me ache all the more when I think of the game’s actual history. City Of Secrets was originally commissioned by a San Francisco synth-pop outfit called Secret-Secret, who devised the story and some basic marks for the game to hit. At that time, it was intended to serve as a bonus feature for one of their upcoming CDs. Short has never revealed many details about how this deal fell apart, but fall apart it did. Thus ensued the next stage of the game’s life, in which the band agreed to let Short release CoS as freeware IF, and she decided to try ramping up the fun by creating feelies and offering them through feelies.org. As an additional incentive, the game would be available to feelies orderers a little earlier than to everyone else. Then Real Life and the game’s design complexity intervened, causing delays, which in turn engendered a host of vaguely hostile demands and complaints on the IF newsgroups, along with more of the particularly vicious trolling for which Short was already a target.

Finally, City Of Secrets was released publicly on May 1, 2003… and sank. Or at least, that’s how it seemed to me. Googling on the past year of Usenet discussion, I can see that the game has gotten a couple of reviews, some hint requests, has been used as an example in various discussions, and has even gotten a little recognition in mainstream press outlets like Maximum PC and Games magazines. Still, this is the most major work by one of the best and most important IF authors of the last decade, and a landmark game by many different measures — it seems to me that it is vastly underrated and under-discussed. This is the kind of thing that makes authors disillusioned, makes them feel that their hard work is without purpose, and prompts them to turn away from writing IF. The fact that Short has not done so is a true testament to her dedication to this medium. Of course, I’m one of the guilty parties here, writing this review more than a year after the game’s public release. I hope that if you’re reading this and you’ve never played City Of Secrets, you’ll be moved to check it out, and to post your reaction to SPAG, rec.games.int-fiction, or some other appropriate outlet.

Now that I’ve expended considerable fervor on building the game up, let me discuss a few of its flaws. One difficulty I occasionally encountered in the game is that the demands of its story or its implementation occasionally worked at cross purposes to the role playing I wanted to do as the PC. For me, the primary example of this dissonance occurred at the very beginning of the game, as I am whisked away from my ordinary journey to a friend’s wedding and into the City’s hotel. When this happens, a bellhop takes my suitcase, but fails to bring it to my room. Now, if this were to happen to me in real life, recovery of that suitcase would become my primary goal. The game, however, treats the disappearance as barely worth noticing, and insists that I go to sleep before allowing me to do any searching for my missing possessions. Even when I can question the concierge about my luggage’s whereabouts, the conversational menu options never allow me to be particularly assertive in my efforts to recover it. As a designer, I can understand perfectly why City Of Secrets wants to remove an item whose realistic implementation would add several layers of complexity to the game situation, but in this instance and a few others, the game could have done a better job at providing in-character reasons for such abstraction.

Speaking of conversational menu options, City Of Secrets further explores the conversation system that Short innovated for Pytho’s Mask and Best Of Three. As explained above, it requires GREETing an NPC and then setting a topic, which may or may not bring up a menu of conversation options. I like this system, but I can only imagine how much of a bear it must be to implement. Managing conversation topics to the extent that CoS does, especially with its abundance of characters, requires meticulous knowledge modeling in order to ensure that particular topics and phrasings are available to the player neither too early (before she’s had a chance to learn about them) nor too late (when she’d want to ask something appropriate but isn’t offered the option.) For the most part, CoS does a fine job of this modeling, but it does fall down on occasion, offering inexplicable conversation threads or failing to provide dialogue on an obvious topic. Moreover, the game makes a tactical error in requiring that a conversation be restarted before it evaluates whether or not any menu options are available for the chosen topic, leading to exchanges like this:

>ask bookseller about documents
You approach the bookseller's desk.

"Hello again," he says.

You can think of nothing to say about that.

Such responses give the impression of a mildly autistic PC, who routinely starts conversations, only to stand slack-jawed moments after they begin. Also, as some others have noted, it’s a bit annoying not to be able to return to certain unused options when they would still be valid.

Still, when the conversation engine works, it works well, and that’s the case for most of this game. There are a great many NPCs, quite a few of whom are implemented with responses on a dizzying array of topics. The game’s characters not only respond to questions, but start conversations of their own, introducing new topics with their own associated option menus. Moreover, they define themselves not only through dialogue, but through action — the spice seller who twists his ring nervously, or the City nurse who looks at you sharply enough to stop you from blurting out something stupid. Some NPCs will even accompany you for parts of your journey, then wander off to pursue their own agendas. With Galatea, Short established herself as someone with a particular flair for deeply implemented NPCs, and her work in City Of Secrets reinforces and enriches that reputation.

A more unexpected achievement is the game’s storytelling ability. Many of Short’s games have had sketchy or absent plots, but City Of Secrets unfolds a layered story, replete with intrigue and thematic unity. As the game progresses, new bits of information reveal more about who can and cannot be trusted, and several fun reversals and surprises lay in wait throughout. The pieces drop satisfyingly into place as the end approaches, just as they should in a good mystery story. Moreover, a replay or reread of the game illuminates lots of juicy foreshadowing and judicious ties that thread through its beginning, middle, and end. True to form, Short’s design provides several paths through the story, and multiple solutions to many important problems. I haven’t yet replayed the game as a more self-interested or evil PC, but I could see that such opportunities were available. I’d love to see a more thorough description of which parts of the story were provided by Secret-Secret and which ones came from Short herself, because the unified whole works very well indeed. There were apparently such making-of notes on the original game CD, so perhaps Short or someone else could be persuaded to upload a scan of these to the IF Archive.

I think my favorite thing about City Of Secrets is that it gave me several pieces of writing to treasure, things that I wanted to enshrine and remember. A quote from the denouement now appears in my collection of randomly rotating email signatures. Queen Rine’s Meditation Upon Passion now hangs on my office wall. More than any other IF game I can think of, City Of Secrets offered me ideas that feel like they apply directly to my life — that’s the mark not just of a great game, but of a great work of art.

Twisty Little Passages by Nick Montfort (book review) [Misc]

[I wrote this review when the book was released, and also posted an abbreviated version at Amazon.]

Book cover for Twisty Little Passages
Just over ten years ago, I was holed up in the University of Colorado at Boulder‘s Norlin library, researching interactive fiction. I was a grad student in English, and had a final paper due in my Literary Theory class. Activision had recently released the Lost Treasures of Infocom bundle, reawakening my childhood love of IF, and I felt inspired to write a paper that connected reader-response theory to the actual reader-responsiveness of text adventures. I wanted to cite and to engage with previous academic work on IF, but unfortunately, though unsurprisingly, it had received very little serious critical attention. Sure, I found a few articles here and there, but what I really needed was something substantial, something that offered a critical vocabulary for talking about interactive fiction, that placed it in a literary context, and that presented a basic history of the form.

What I needed was Nick Montfort’s Twisty Little Passages. How strange and funny that ten years later, the paper I wrote for that class finds itself cited in the first book-length academic treatment of interactive fiction. True, the citation only occurs in a passing (and correct) dismissal of reader-response theory as anything but a very limited way into talking about IF, but it makes me feel like part of history nonetheless. Montfort’s book is just what IF needs to establish its rightful place in the scholarly discourse surrounding electronic literature, and indeed literature, full stop. It never fails to be informative, and frequently succeeds at being sharply insightful about the literary elements of IF.

However, Twisty Little Passages is quite suitable for readers outside the ivory tower as well. Though the book is clearly aimed at an academic audience, Montfort’s prose is blessedly jargon-free, clear, and effective, with generous doses of humor thrown in for good measure. Even in its most theoretical moments, the book manages to balance impressive rigor with unfailing clarity, a feat all too rare in literary theory. Consequently, it’s an entertaining read for general audiences and English professors alike. If you’re an IF aficionado like me, you’ll find Twisty Little Passages enlightening and fun, and if there’s anyone in your life who genuinely wants to know what interactive fiction is and why they should care, hand them this book.

Just the bibliography alone is a noteworthy achievement; Montfort has synthesized the already extant body of formal IF scholarship and mainstream coverage with much of the important amateur IF theory produced by people like Graham Nelson and Emily Short. Also included are a range of other contributions from the IF community and pieces covering the book’s other concerns, including riddles and computer science. In addition, there is a formidable collection of IF works cited, a list comprising much of the most influential interactive fiction of the past thirty years.

Something else that the bibliography makes clear is the value of Montfort’s personal connections. It’s peppered with references to emails and private conversations with some of the leading lights of IF history: Robert Pinsky, Graham Nelson, Steve Meretzky, and others. Montfort’s ability to gather such firsthand information highlights one of the most important things about Twisty Little Passages: not only is it the first book-length treatment of interactive fiction, it is the first formal treatment I’ve seen that approaches IF from the inside out, rather than from the position of a quizzical spectator. Montfort’s extensive experience in both the academic and IF communities lends him a brand of authority that previous commentators on IF lacked.

Of course, authority only gets you so far — it’s what you do with that authority that counts. That’s what makes the first two chapters of Twisty Little Passages such a particular pleasure: Montfort not only knows what he’s talking about when it comes to IF, he’s got quite a bit of original insight to offer about its literary and theoretical contexts. As with many works of literary criticism that seek to approach an underscrutinized area, the project of this book’s first chapter is not only to expose the topic’s theoretical underpinnings but to define and delimit a specific vocabulary for use in discussing it. Montfort does an excellent job of providing a clear definition of IF (and indeed of making the case for the term “interactive fiction”) and of defining a set of terms to identify the subcomponents of the IF experience. For example, according to the book, a session is “what happens during the execution of an IF program. [It] begins when an IF program starts running [and] ends when the program terminates”, while a traversal is “a course extending from a prologue to a final reply, and from an initial situation to a final situation” — thus a traversal can encompass many sessions (as frequently happens in the case of long, complex games), or a session can encompass many traversals (as happens with short games with high replay value.) Of course, at bottom the choice of terms is more or less arbitrary, but it is crucial that we be able to name the various parts of the IF experience — they are our stepping stones to more sophisticated discussions. Twisty Little Passages lays this groundwork admirably.

On the whole, this book seems more interested in surveying the territory of IF than in making unified arguments about it, but the exception to this is chapter two, where Montfort makes the case that the most important literary progenitor of IF is the riddle, and takes a counterpoint to the most famous analogy and contextualization of IF from the last decade:

The riddle, like an IF work, must express itself clearly enough to be solved, obliquely enough to be challenging, and beautifully enough to be compelling. These are all different aspects of the same goal; they are not in competition. An excellent interactive fiction work is no more “a crossword at war with a narrative” (Nelson 1995a) than a poem is sound at war with sense.

This is a brilliant and entirely convincing comparison. Montfort gives us a brief history of the riddle, and draws the necessary parallels to demonstrate IF’s similarities with it, leaving us with a new paradigm within which to view interactive fiction. Best of all, this angle of approach allows IF to be both story and game, both art and amusement, without detracting from the value of either.

Chapters three through seven, indeed the bulk of the book, are devoted to delineating the history of IF, from its mainframe beginnings to the current amateur renaissance. It’s an entertaining journey, and Montfort’s encapsulation of IF history is concise, approachable, and extremely informative. I found it a little frustrating, though, because it must of necessity skim over the ground rather quickly, especially as it moves into the Infocom era and beyond. Consequently, there are many moments of intriguing literary analysis of IF games, but they end almost as soon as they begin — practically every page contains material that could make a full article in itself. By the time I reached the end of the book, a sort of epilogue that takes inventory of the various ways in which the tropes of interactive fiction have made their way into our culture, I was already wishing for a sequel, one that assayed a more in-depth discussion of games like Mindwheel and Photopia instead of the tantalizing tidbits we get here.

Montfort has already done some of this sort of work, such as an article written with Stuart Moulthrop for an Australian digital arts conference, analyzing the role of Princess Charlotte in Adam Cadre’s Varicella. However, not much work of that sort could appear without Twisty Little Passages preceding it, just as in-depth conversations can rarely occur prior to introductions. This book creates a foundation for the inclusion of IF in literary discussions, and for further examination of specific IF works. Perhaps if we look back on IF criticism in another ten years, we’ll see that introduction as the most important service Twisty Little Passages performs.

Paul O’Brian
11 January 2004

Twisty Little Passages by Nick Montfort (book review) [Misc]

[This is a review I wrote in 2004, of the first book-length academic study of interactive fiction: Nick Montfort’s Twisty Little Passages. I also posted a version of this review on the Amazon page for that book.]

Just over ten years ago, I was holed up in the University of Colorado at Boulder’s Norlin library, researching interactive fiction. I was a grad student in English, and had a final paper due in my Literary Theory class. Activision had recently released the Lost Treasures of Infocom bundle, reawakening my childhood love of IF, and I felt inspired to write a paper that connected reader-response theory to the actual reader-responsiveness of text adventures. I wanted to cite and to engage with previous academic work on IF, but unfortunately, though unsurprisingly, it had received very little serious critical attention. Sure, I found a few articles here and there, but what I really needed was something substantial, something that offered a critical vocabulary for talking about interactive fiction, that placed it in a literary context, and that presented a basic history of the form.

What I needed was Nick Montfort’s Twisty Little Passages. How strange and funny that ten years later, the paper I wrote for that class finds itself cited in the first book-length academic treatment of interactive fiction. True, the citation only occurs in a passing (and correct) dismissal of reader-response theory as anything but a very limited way into talking about IF, but it makes me feel like part of history nonetheless. Montfort’s book is just what IF needs to establish its rightful place in the scholarly discourse surrounding electronic literature, and indeed literature, full stop. It never fails to be informative, and frequently succeeds at being sharply insightful about the literary elements of IF.

However, Twisty Little Passages is quite suitable for readers outside the ivory tower as well. Though the book is clearly aimed at an academic audience, Montfort’s prose is blessedly jargon-free, clear, and effective, with generous doses of humor thrown in for good measure. Even in its most theoretical moments, the book manages to balance impressive rigor with unfailing clarity, a feat all too rare in literary theory. Consequently, it’s an entertaining read for general audiences and English professors alike. If you’re an IF aficionado like me, you’ll find Twisty Little Passages enlightening and fun, and if there’s anyone in your life who genuinely wants to know what interactive fiction is and why they should care, hand them this book.

Just the bibliography alone is a noteworthy achievement; Montfort has synthesized the already extant body of formal IF scholarship and mainstream coverage with much of the important amateur IF theory produced by people like Graham Nelson and Emily Short. Also included are a range of other contributions from the IF community and pieces covering the book’s other concerns, including riddles and computer science. In addition, there is a formidable collection of IF works cited, a list comprising much of the most influential interactive fiction of the past thirty years.

Something else that the bibliography makes clear is the value of Montfort’s personal connections. It’s peppered with references to emails and private conversations with some of the leading lights of IF history: Robert Pinsky, Graham Nelson, Steve Meretzky, and others. Montfort’s ability to gather such firsthand information highlights one of the most important things about Twisty Little Passages: not only is it the first book-length treatment of interactive fiction, it is the first formal treatment I’ve seen that approaches IF from the inside out, rather than from the position of a quizzical spectator. Montfort’s extensive experience in both the academic and IF communities lends him a brand of authority that previous commentators on IF lacked.

Of course, authority only gets you so far — it’s what you do with that authority that counts. That’s what makes the first two chapters of Twisty Little Passages such a particular pleasure: Montfort not only knows what he’s talking about when it comes to IF, he’s got quite a bit of original insight to offer about its literary and theoretical contexts. As with many works of literary criticism that seek to approach an underscrutinized area, the project of this book’s first chapter is not only to expose the topic’s theoretical underpinnings but to define and delimit a specific vocabulary for use in discussing it. Montfort does an excellent job of providing a clear definition of IF (and indeed of making the case for the term “interactive fiction”) and of defining a set of terms to identify the subcomponents of the IF experience.

For example, according to the book, a session is “what happens during the execution of an IF program. [It] begins when an IF program starts running [and] ends when the program terminates”, while a traversal is “a course extending from a prologue to a final reply, and from an initial situation to a final situation” — thus a traversal can encompass many sessions (as frequently happens in the case of long, complex games), or a session can encompass many traversals (as happens with short games with high replay value.) Of course, at bottom the choice of terms is more or less arbitrary, but it is crucial that we be able to name the various parts of the IF experience — they are our stepping stones to more sophisticated discussions. Twisty Little Passages lays this groundwork admirably.

On the whole, this book seems more interested in surveying the territory of IF than in making unified arguments about it, but the exception to this is chapter two, where Montfort makes the case that the most important literary progenitor of IF is the riddle, and takes a counterpoint to the most famous analogy and contextualization of IF from the last decade:

The riddle, like an IF work, must express itself clearly enough to be solved, obliquely enough to be challenging, and beautifully enough to be compelling. These are all different aspects of the same goal; they are not in competition. An excellent interactive fiction work is no more “a crossword at war with a narrative” (Nelson 1995a) than a poem is sound at war with sense.

This is a brilliant and entirely convincing comparison. Montfort gives us a brief history of the riddle, and draws the necessary parallels to demonstrate IF’s similarities with it, leaving us with a new paradigm within which to view interactive fiction. Best of all, this angle of approach allows IF to be both story and game, both art and amusement, without detracting from the value of either.

Chapters three through seven, indeed the bulk of the book, are devoted to delineating the history of IF, from its mainframe beginnings to the current amateur renaissance. It’s an entertaining journey, and Montfort’s encapsulation of IF history is concise, approachable, and extremely informative. I found it a little frustrating, though, because it must of necessity skim over the ground rather quickly, especially as it moves into the Infocom era and beyond. Consequently, there are many moments of intriguing literary analysis of IF games, but they end almost as soon as they begin — practically every page contains material that could make a full article in itself. By the time I reached the end of the book, a sort of epilogue that takes inventory of the various ways in which the tropes of interactive fiction have made their way into our culture, I was already wishing for a sequel, one that assayed a more in-depth discussion of games like Mindwheel and Photopia instead of the tantalizing tidbits we get here.

Montfort has already done some of this sort of work, such as an article written with Stuart Moulthrop for an Australian digital arts conference, analyzing the role of Princess Charlotte in Adam Cadre’s Varicella. However, not much work of that sort could appear without Twisty Little Passages preceding it, just as in-depth conversations can rarely occur prior to introductions. This book creates a foundation for the inclusion of IF in literary discussions, and for further examination of specific IF works. Perhaps if we look back on IF criticism in another ten years, we’ll see that introduction as the most important service Twisty Little Passages performs.

The Big Scoop by Johan Berntsson [Comp04]

IFDB page: The Big Scoop
Final placement: 13th place (of 36) in the 2004 Interactive Fiction Competition

And so the Great Conversation System Experiments continue. The Big Scoop has found a way to combine the open-ended ASK X ABOUT Y system with the focus of Emily Short‘s topic-based systems — the game still uses the ASK ABOUT command diction, but there’s also a TOPICS verb available, which tells you most of the topics you can plug into the formula. As a bonus, it also tells you what you can plug into TELL ABOUT. This system intrigued me, but I ended up feeling a little disappointed with it.

At first, I was excited by the prospect of not having to play hunt-the-noun, but my reaction upon seeing a list of nouns to try was that I needed to try them all. Immersion drained quickly as an exchange between two characters turned into an administrative task, and not a very rewarding one at that, since the NPC generally only had a line or two at most about any given topic. Moreover, Scoop was implemented deeply enough that the list included most of the verbs I would have thought of, but I never needed to try to think of them, which lessened my engagement with the game.

In a way, Scoop‘s system is the worst of both worlds. It retains the cumbersome ASK ABOUT form but removes all of the feeling of mystery and possibility that comes along with thinking of new things to ask about; it provides Short’s unwieldy TOPICS list, but loses all her handy abbreviations and her menu options for conversational gambits. In addition, the list sometimes shows topics that the PC has no way of knowing about yet, which effectively constitute plot spoilers. So in the end, I found Scoop‘s conversation system to be a failed experiment, albeit a noble one.

Happily, there’s better news about the rest of the game. The Big Scoop has an engaging story that starts off with a dramatic situation that could have come right from a Hollywood thriller. The PC awakens, disheveled and disoriented, in a friend’s apartment. Stumbling into the kitchen, she finds her friend’s dead body, and a voice on her cellphone says that the police are on their way; she’s about to be framed for murder.

It’s not easy to escape from this grim situation, but when she does, the perspective shifts: now the PC is a reporter investigating the murder, and it becomes clear that the first scene was simply a swollen prologue. This structure worked well for me — the urgency of the initial scene carried over nicely into the rest of the game, and having played the victim of the framing, I never had any doubts that she was innocent, which helped me buy into the reporter’s quest to clear the victim’s name.

In addition to a good story and an inventive structure, Scoop also sports some wonderfully deep implementation. It provides descriptions for most all first-level objects, and it frequently surprised me with what verbs those objects could handle. For instance, when the PC awakens in room with a red stain on the carpet, I tried something a little unusual:

>smell stain
The sweet smell makes you feel sick.

The game was completely prepared for that command, and used the results to further the prologue’s ominous mood. Bravo. Finally, Scoop does some nice work with NPC interaction. This is perhaps no surprise from the author of The Temple, a Comp02 game whose best feature was its main NPC, who behaved like an actual person and worked as a team with the PC. The NPC in this game fills a similar role, and the added bonus is that since she serves as the PC in the prologue, her character comes that much more alive.

Sadly, there are a few things that mar the experience, the first of which is Scoop‘s sometimes wobbly English. This game was apparently simultaneously developed in Swedish, and there are some rough patches in the translation:

>ask cop about blood
"He bleed over the whole place," the policeman says grumpily.

Like most of the English errors in Scoop, this one could be down to a simple typo, which makes it much stronger than The Temple was, not to mention far better than some of the translated games I’ve already played in this comp. However, the accumulation of these blunders, along with telltale missteps like calling an office break room a “breakout area,” make the writing feel just a bit off-kilter.

Similarly, though the game has clearly been extensively tested, I still found a few bugs and missing verbs. The worst one, unsurprisingly, involves an object that functions as a rope — the game has difficulty keeping track of just where this object resides once it’s been tied to one thing. Finally, Scoop suffers from an occasional lack of clarity. The most glaring example is in the game’s climactic scene, in which something critical happens that is never actually described, and must instead be inferred from subsequent events. It seems clear that this lacuna isn’t part of some artistic effect, but is rather just an oversight, and quite a severe one at that. Still, the good far outweighs the bad in this game — it tried something new in its conversation system, and it kept me interested with a compelling story and canny puzzles. I enjoyed my time with it.

Rating: 8.7