Bellclap by Tommy Herbert [Comp04]

IFDB page: Bellclap
Final placement: 17th place (of 36) in the 2004 Interactive Fiction Competition

When I wrote LASH, I was interested in the concept of separating the player from the PC. Thus, instead of the traditional IF second-person voice, it used first person, and made “me” refer to the player while “you” referred to the PC. Now, Bellclap goes one more step by separating the player, the PC, and the parser. In this game, you (the player) are apparently some sort of god, and you’re answering the prayers of a supplicant (the title character and PC.) However, the two of you are working through an intermediary — it’s never made quite clear what or who this is, but there’s definitely some kind of third party relaying your commands to the PC and reporting the resulting actions back to you. It’s the parser personified, basically, as some kind of angel or holy spirit, though its diction is more that of a bureaucratic functionary.

The game speaks mostly in the third person, because it’s mostly relaying information about the PC, but the parser speaks in first person when referring to itself, and in the second person when referring to the godlike being at the controls. For example:

>x me
He can't see you, sir. You're in light inaccessible, hid from his eyes.

Unless that instruction was intended for me, in which case you're looking radiant, sir, radiant.

>x bellclap
He is dressed in a tunic, sheepskin coat and sandals, and he has a bag in which he carries food and tools for the maintenance of walls, fences and thatch.

>x you
He can't see me, sir. I'm more a sort of guiding voice.

I thought this was a really fun experiment, and Bellclap carried it off quite well. It seems clear that a fair amount of work and thought went into overhauling the standard Inform libraries to reflect this unique split consciousness, and the result felt seamless to me. Sadly, the game was quite short — just a few puzzles strung together, really — and therefore it didn’t explore the gimmick nearly as much as it could have. Also, I’m not sure that making the player an omnipotent being was the best course, as the most obvious solution to pretty much all the problems would have been to just exercise some divine power over them. The game declares these sorts of actions verboten for no apparent reason other than that they’re not implemented.

Consequently, I was left feeling not very godly, even though some of the PC’s actions result in supernatural events. Actually, the scenario put me in mind of the M*A*S*H episode where Father Mulcahy is stuck in a remote location with a wounded man and must perform a tracheotomy, while Radar relays Hawkeye’s radioed instructions on how to do so. That scenario had a tension that Bellclap lacks, not just because of the urgency and life-or-death nature of the operation, but because the knowledgeable party was powerless to exercise that knowledge directly, and the person who was capable of action was crippled by inexperience, while both had to deal with the comically squeamish middleman.

In Bellclap, there’s no clear reason why the knowledgeable party should be powerless — just the opposite, in fact, since the game clearly establishes him as all-powerful. For people exploring this structure for IF in the future, I think a stronger design would exploit rather than undermine the difficulty inherent in the separation of commander, relayer, and actor.

As for the rest of the game, it’s pretty good, though as I said, there’s really not too much to it. The prose strikes a strange pseudo-Victorian tone that works despite itself, and occasionally gets off some excellent jokes, such as when I tried to make Bellclap go up from a roof:

>u
But gravity, sir. Gravity. They're your physical laws, not mine.

I also really enjoyed the response to JUMP: “Bellclap wants to know how high.” The writing was blessedly error-free, but the coding was just a little weaker. Most of the game was quite solid, but I encountered a couple of situations that the game mishandles. The worst offender is a puzzle that requires a container to be filled with liquid, but doesn’t properly recognize the word FILL. Instead, the game wants a command syntax along the lines of PUT LIQUID IN CONTAINER, which is both anti-intuitive and anti-mimetic.

Speaking of puzzles, I thought these were pretty good too — most of the solutions were quite unexpected, but they made sense in retrospect. Bellclap gave me the strange sensation of solving puzzles even though I had no idea why the solution would work, which I suppose is as close as I’ll ever get to omniscience. I was sorry when the game ended so soon, and I’m certainly looking forward to future works by this author.

Rating: 7.8

The Orion Agenda by Ryan Weisenberger [Comp04]

IFDB page: The Orion Agenda
Final placement: 6th place (of 36) in the 2004 Interactive Fiction Competition

I’m greatly heartened to see how many games in this comp have done a thorough job of implementing all first-level nouns (that is, all the nouns found in object and room descriptions.) This sort of thing was pretty much absent in the Infocom era, and now it’s practically de rigueur, which I think is definitely a change for the better. It’s much easier to get immersed in a world where the objects are solid and observable rather than just a two-dimensional mirage.

By that measure, The Orion Agenda is implemented quite well. All nouns are well-covered, sometimes to a surprising degree. For instance, the intro uses a typically offhand-sounding SF metaphor when it says, “the fog comes rolling over my memory like a morning on Tantus 7.” Later on in the game, you find a reference source in which you can look up further information on Tantus 7 and its famous fogs, even though the planet plays no other role in the game beyond that initial metaphor. I love this kind of thing. A virtual world just feels so much more real when such care has been put into connecting its people, places, and things, and I’m thrilled to see that comprehensive coverage of the nouns is turning into an IF standard.

Now, it’s time to move on to the next level: verbs. Here, I’m sorry to say, TOA fares less well. Several times throughout the game, I was stymied by actions whose concepts had only been implemented in one way, even though there were other equally reasonable ways to express them. For example:

>thank rebecca
[That's not a verb I recognise.]

>rebecca, thanks
"You're welcome!" she says.

This is shallow implementation. Too shallow. Even more vexing, these problems were generally connected to puzzles, which made for problems that were maybe not quite guess-the-verb, but at least guess-the-syntax. The particular danger about this kind of shallowness is that when the first construction I use gets rejected, I tend to decide that the concept isn’t useful within the game (since it apparently hasn’t been implemented, see), and my chances of solving the puzzle on my own drop precipitously.

The worst instance of this in TOA was in the climactic scene, which calls for a particular command construction that, for whatever reason, is counter to the standard established by Infocom. Because I was using that old syntax, and because the game failed to recognize that the problem was with syntax rather than with content, I was actually typing the correct solution and was told that it was wrong. I hate that.

These kinds of verb and syntax problems are easily remedied with a round or two of testing and careful attention to the various ways people try to express what they want to do, and I’m hopeful that TOA undergoes this treatment, because the game is well worth experiencing. It’s got a fun potboiler story, though its plot twist is heavily clued and rather predictable to begin with, so I was a little chagrined when the game pretended that I hadn’t put the pieces together until the climactic scene. The writing is mostly strong, transparent prose, with only the occasional gaffe drawing attention. Probably the main quibble I have with it is that it chooses to call natives of Orion “Orionions”, which to my ear is an exceedingly awkward construction. “Orionese”, “Orionites”, or even “Orioners” would have been much better.

I also enjoyed the flashback structure of the narrative — it did an excellent job of bringing a lot of emphasis and drama to the endgame. However, one way that the structure worked at cross purposes to the game is that there’s a set of optional… not puzzles, exactly, but story enhancement challenges. Basically, if you’re particularly nice to a certain NPC, you might get a slightly better winning ending. However, the initial scene gave me reason to distrust that NPC, and consequently I was only as friendly to her as seemed appropriate for the PC’s professional demeanor. When the game later upbraided me for not being nice enough, I felt a little jerked around.

Shoot. This is turning out to be one of those reviews where I genuinely enjoy the game, but I can’t stop pointing out things that bugged me. So let me list a couple more and then I’m done, I promise. First, I’m not sure that it served any useful purpose to tell the story in a first-person voice. It seems to me that there are plenty of good reasons to break from the traditional IF convention of second-person voice, but this game didn’t have any of them. The PC was pretty conventional, with nothing unusual about his point of view, and the game itself didn’t use the distancing effect of first-person to any interesting purpose, so in the end it was just jarring.

Secondly, some parts of the milieu seemed a bit derivative or lazily imagined to me. For instance, the game describes the PC’s employer thus: SciCorps: The galaxy-spanning mega-corporation that is in charge of secretly monitoring promising new alien species that dot our corner of the universe, all in the hopes of one day inviting them to join the League of Sentient Systems. So wait, I’m confused. SciCorps is a “mega-corporation,” yet its interest in alien species is not as markets, product producers, or servicers, but rather to act on behalf of some governmental-sounding body? So is it a corporation or an extension of some kind of galaxy government? If it isn’t seeking profit, what does the word “corporation” even mean in this context?

Maybe they’re fulfilling a government contract or something, but that’s far from clear, especially when this “first contact” stuff sounds like their main function. Another example is the translator earpiece that somehow also translates the things you speak as well. Even the main philosophy of SciCorps seems like a warmed-over version of Star Trek’s Prime Directive.

Okay, I promised I’d stop and now I’m stopping. Despite my litany of complaints, I had a good time playing The Orion Agenda. Many of its problems are easily fixable, and I really hope that the game sees a post-competition edition. I recommend the game, but I’d recommend waiting a while for that post-comp release first.

Rating: 8.4

Muse: An Autumn Romance by Christopher Huang [Comp98]

IFDB page: Muse: An Autumn Romance
Final placement: 2nd place (of 27) in the 1998 Interactive Fiction Competition

I’ve been sitting here for 10 minutes trying to find the right words to begin a review of Muse, but I can’t seem to come up with anything that speaks as eloquently as the game’s own prose. Muse is the most gorgeously written piece of IF in the competition — I’ve still got several games left to play, but I would be very surprised if any of them even equaled Muse‘s marvelous skill with words, let alone surpassed it. The game is like the IF version of a Merchant-Ivory movie: quiet setting, stellar production values, highly character-oriented, and deeply, deeply felt. It’s been a long time since I’ve been as moved by a piece of IF as I was by the “optimal” ending of Muse — even some of the less satisfying endings are crafted so well that in themselves they can be quite emotional. The game takes place in a French village in 1886, as viewed through the eyes of Rev. Stephen Dawson, a 59-year-old clergyman from Barchester, England. It is not a typical IF setting, and Dawson is hardly the typical IF hero, but Muse is far from a typical game. It is a story, one of the most successful pieces of interactive fiction I’ve seen for pulling off the fiction as much as the interactivity. Its characters feel real, including its main character; it is the story of Rev. Dawson’s own struggle for acceptance of himself and his role in life, of his journey past regret and into contentment. Through its masterful writing, excellent coding, and some clever techniques, Muse creates a story of someone else’s emotional transformation, made all the more affecting by our direction of that character’s actions.

One way in which the game accomplishes its goal is to eschew the traditional second person, present tense IF voice, settling instead on a first person past tense narration. A typical exchange looks somewhat like this:

>I
I had on my person the following items:
my pocket New Testament

>READ BIBLE
I practically knew its contents by heart.

>GET TRUNK
Oh, but the trunk was heavy! I managed to lift it just high enough for the
purpose of moving it around, but I was getting far too old for this sort of thing.

At first, I was surprised how little a difference this made to me. The game still felt quite natural, which I think is another testament to its writing. On reflection, however, I think that the changes did make a difference. By choosing a first person voice, Muse sidesteps all of the controversy surrounding assigning emotion to the player character. In fact, the game is constantly ascribing emotions to the PC, but it never grates because the first person POV assumes this role quite naturally. Having a game say things like “you practically know its contents by heart” or “you are getting far too old for this sort of thing” would cause much more dissonance for me, especially as the game moved into its deeper emotional registers. The past tense achieves a similar sort of distancing from the player, as well as heightening the “period” effect, not that the game needs it. Muse evokes the Victorian feel extremely well, and the spell is never broken by any piece of writing, any detail of setting, or any development of character.

There’s only one problem. One part of Muse‘s realistic, natural approach is that events go on without you if you aren’t in the right place at the right time. On my first run through the game, I was off doing text-adventurely things like examining all the objects, trying to talk to various characters about dozens of different subjects (an effect which the game also pulls off remarkably well — its coding is quite deep in some areas) and exploring the landscape. Even though the game was giving me gentle nudges to check into the inn, I didn’t do so, because for one thing I couldn’t find it right away, and for another thing I was having too much fun exploring the very rich world of the game. As a result, one of the major plot points happened without me, putting me into a situation where, as far as I can determine, the optimal ending was unreachable. What’s worse, I didn’t know I couldn’t reach the best ending; because it was my first time through, I didn’t realize I had missed anything I could have participated in anyway. I ended up wandering around, quite frustrated with my inability to cause the story to progress.

When I finally looked at the hints, it became clear to me that I had failed to perform an important task, and that as a result the happiest ending had been closed to me. Now, this is of course very realistic — we miss things all the time that could change our lives significantly, and we never know that we’ve missed them — but I don’t think it’s the best design for a game, even a game so story-oriented as Muse. The loss was affecting in its own way, especially when I replayed it after completing the game with the happiest ending, but I didn’t like it that I had “lost” without having any way of knowing I had done so. I don’t think it had to be that way — I can certainly envision how the game might have at least pushed (or strongly nudged) me into a less optimal ending, so that I might realize more quickly that I had missed something, or perhaps the game could even have left the optimal path open even when the plot point had been missed. I would have loved the chance to complete such an incredible story my first time through, without having to resort to hints.

Rating: 9.3