Thoughts on the 2015 Interactive Fiction Competition [Comp15]

[I originally published this over on my main blog, >SUPERVERBOSE, before >INVENTORY existed. In the spirit of getting all my IF stuff in one place, I’m republishing it here.]

The Interactive Fiction Competition (IFComp) started in 1995, and for its first ten years, I was a very active participant. I entered the comp 4 different times (1996, 2001, 2002, 2004) and wrote hundreds of reviews. I reviewed pretty much every game submitted to the comp from 1996-2004, with a few scattered exceptions (stuff I’d tested, languages I don’t speak, troll games, etc.)

Then, for the next 10 years, I didn’t vote in the comp at all. Not coincidentally, my son Dante was born in 2005. Once that happened, the time I used to set aside for IF got drastically curtailed, and I pretty much slipped into frozen caveman state. I’ve dipped my toe in a few times, writing reviews of various comp games that were nominated for various XYZZY Awards, but for the most part I’ve remained quite disconnected from the IFComp at large.

As Dante gets older, though, he becomes more independent and my time opens up again. So this year I decided to take a shot at reviewing some IFComp games. However, I discovered rather quickly that the IFComp of today is drastically different from the one I left behind in 2005.

I followed my usual comp reviewing method, which is to let some program dial up a random order and play through the games it selects. My time is still a lot more limited than it used to be, so out of 53 games, I ended up playing 9. Of those 9, the composition was thus:

By way of contrast, of the 33 games I reviewed in 2004, 2 were homebrew and the rest were parser-driven. None were CYOA. The 2015 comp, in my experience, has a completely different quality than the 1995-2004 comps had. The definition of “interactive fiction” has opened wide, wide enough to admit even so-called games whose idea of interactivity is basically “click here to turn the page.”

Logo for the 2015 IF Comp

Now, at this point I should make a couple of things clear. First, I understand that non-parser IF games participated in the first 10 years of the comp. A CYOA game called Desert Heat comes to mind, which at the time seemed like a surprising experiment. Those comps had their share of minimally interactive games too, most of which were roundly panned. There was Ian Finley’s Life On Beal Street, whose interactivity was pretty much “Would you like to read the next paragraph? (Y/N)”. There was Harry Hardjono’s Human Resources Stories, a fake job-interview quiz from somebody who was clearly really angry at employers. There was the infamous (to me) A Moment Of Hope, which pretty much totally ignored whatever you’d type in many scenes, just steamrolling on with whatever story it wanted to tell. Heck, even Photopia, one of the most acclaimed comp games of all time, drew its share of criticism for a perceived lack of interactivity.

So yeah, I get that 1995-2004 wasn’t some kind of perfect golden age where every game was a great IF experience (though I hasten to say that Photopia is a really, really great IF experience). Anyway, trust me when I say that I remember the bad times. The second thing I should make clear is that I enjoy CYOA well enough for what it is. It’s a neat little narrative trick. I had a good time with CYOA books as a kid, and can still have a ball with a well-written CYOA work. But stacked up against full-blown parser games which offer a constant sense of openness and possibility, multiple-choice is just pretty boring by comparison. I find myself so indifferent about the choices presented that I just roll a die to pick one, so that I can get on to the next bit of story.

So I reacted with dismay at the suddenly flipped proportions of the comp’s 2015 games, at least as presented to me in random order. Where in 2000 “Desert Heat” was an odd curiosity, here it was the parser game that was the outlier! I felt like I’d come to a film festival, but that in most of the theaters, I’d instead be handed a coffee table book. I mean, coffee table books are cool. Some of them are spectacular! But for me they’re not as much fun as movies, and it’s a bit of a disappointment to get one instead of a movie.

I rated the comp games the way I always do: based on how much I enjoyed the experience. And the fact is, I don’t enjoy CYOA games as much as parser games, so even the ones I liked a lot could only get an 8 or so. Also, unlike parser games, CYOA games are extremely difficult to transcript while they’re happening, which really drains my ability and inclination to review them. So I won’t review them, but I will provide the list of responses I wrote while playing. CYOA and lists, a match made in heaven! (Fair warning that those lists may contain spoilers — I wasn’t trying to be careful about that.)

Here then, for whatever they may be worth, my “reviews” of 9 2015 IFComp games:

I THINK THE WAVES ARE WATCHING ME by Bob McCabe

I downloaded this Windows executable, and despite my trepidation about running .exe files from unknown people on my machine, I ran it, hoping that the IFComp gods had ruled out any viruses. I got a DOS-looking window, with some DOS-looking text:

I Think The Waves Are Watching Me.
By Bob McCabe.

Build: 106

(G)etting Started.
(P)lay the Game.
(S)ecrets I've unlocked.
(C)redits/Thanks.

Then I typed “g”. Then “G”. Then “P”. Nothing happened, any of these times. I typed “Play the game”. I typed “Help”. I typed “Helloooooooooo?”. Each time, after hitting enter, my words disappeared, with no other effect. Then I closed the window.

I guess this isn’t really a review, but it does explain why I gave the game a 1.

Rating: 1.0

SWITCHEROO by Mark C. Marino & family

  • Engaging, appealing, well-implemented. Smooth and beautiful.
  • Surprisingly a combat card game is an alternative to the story?
  • Some weirdness: “Born a slave on a plantation, Jazmine became a hero when she escaped through the Underground Railroad to a Midwestern whistle-stop town. Later, she was railroaded into selling her story to a motion picture company who fast-tracked the film into theaters. Ironically, she would become an R&B legend best known for her performances on a popular dance show with a train theme.” So she lived how long?
  • Funny: “Shazbot! You use the Electric Slidekick!” Lots of great humor — take-off on Percy Jackson with dentistry substituted. “Lightning teeth”.
  • Interesting — not sure how the math is working, but the card game feels like it’s a bit slanted to prevent the player from losing.
  • Once the story begins, much of the interactivity starts to consist of “show the next part”
  • Whoa – wheelchair boy into able girl.
  • Scale of girly fictional types – Hermione, Dorothy, Little Prince
  • Possibly adopted by “Mr. and Mrs. Sheephead.” Upon clicking mention of California Sheephead: “Ah, I’m glad you were curious. The California Sheephead is a salt water fish, found off the coast of California. It has the unusual property of all the fish being born female and then, given certain circumstances, like when she gets sick of all the long lines at bathrooms, changing into a male.”
  • Mostly writing is smooth. Found first error after about 15 mins: “They were amazed at how much Denise could eat at the burger place after their just a short adventure.”
  • Doll in wheelchair. Moving. “The only word he could think of was: home”.
  • Ending choice, also moving.
  • I wish there was a way to “undo”

Rating: 7.7

NOWHERE NEAR SINGLE by kaleidofish

  • “Because the only way to show you’re serious about someone is to only be with them,” Sarai says sarcastically. [Hmmm.]
  • You’d rather be homeless than have awkwardness in your relationship? You must live somewhere warm. And safe.
  • “Hey, Jerri…” Sarai starts. “Since you don’t have a bed, you can sleep on my side of the bed. I’ll take the couch.” [I thought I had my own room. Wish there was scrollback on this. Oh hey, the back button. That’ll work. So yeah, “Her apartment has two bedrooms. You have yours to yourself.” I have a bedroom but no bed? And Sarai is offering to put me in bed with Nayeli? That is awkward.]
  • It must have taken some stamina to make up 100 fake pop girl star names.
  • From kiss on the forehead to Jerri saying “Yeah. I keep thinking that any day now they’ll finalize what image they want to have, but I think there’s been some setbacks.” Feels like a page is missing.
  • “You heat up leftovers from the fridge and go to your room. Yeah, the one with the wooden floor and no furniture.” [That explanation would have been helpful earlier.]
  • “Tonight’s aout you and me, and no one else.” [Typo]
  • “A large screen television sits on top of dark mohagony drawers.” [Another. Writing is pretty spot-on, but not flawless.]
  • Oh, nice effect on revising the words of advice to gay youth.
  • It never seems to occur to camgirl to just get a regular job.

Rating: 7.4

ONAAR by Robert DeFord

I have to admit, at this point I was pretty excited just to not be picking from a menu for my interactivity. That context probably improved my reaction to Onaar over how I might have rated it in a previous comp. However, it’s also true that Onaar is pretty fun at the beginning. The story starts fast-paced, with the PC needing to escape impending danger. A few commands and a cutscene later, and you’re into a whole different environment. From there it’s the usual challenge of exploring the landscape and figuring out the plot. Sadly for me, these fun activities were accompanied by a couple of less fun activities: managing a hunger timer and a decreasing health timer. The latter of these was caused by a poison bite, but it was also less bothersome, as the antidote can be found and the timer stopped. The hunger thing, on the other hand, is a peeve of mine in IF games unless it’s serving some very interesting purpose. No such purpose is to be found in Onaar — it’s just the usual inconvenience which doesn’t engage the mind or enrich the story. Oh well, at least there’s no sleep timer.

I would soon discover that the mechanical aspects of the game are by far its dominant theme, well ahead of anything like story or puzzles. My first clue was in the PC’s self-narration:

As you stand on the sand dripping wet, you remember Father Marrow’s advice to become an apprentice alchemist. “Well Father,” you say under your breath. “It looks like I’m not off to a good start, but I can at least make it a little side quest to report those marauders to the authorities when I get to someplace civilized.”

“I can at least make it a little side quest?” Does the PC know he’s in a game? As it turns out, yes, but not in any kind of interrogative postmodern way — rather just a casual consciousness, as if this is how everyone naturally approaches reality. In Onaar, it really is how everybody approaches reality, as a passing traveler revealed when giving advice:

“Say, you don’t look so good. I’ll bet you have at least one malady. You really ought to be checking your stats more often. Those maladies will kill you if you don’t treat them in time.”

“You really ought to be checking your stats more often?” I found this very jarring, and rather unusual. Generally in IF, the mathy aspects of the simulation are pushed well under the surface, revealed only in the tone and urgency of messages, e.g. “You’re starting to feel faint from hunger.” Onaar is much closer to a CRPG experience in which various numerical stats (health, strength, mana, etc.) are right up front for the player to watch. This is fine too, but even in a typical RPG session (be it mediated by computers or people), there is an observed separation between what the players perceive and what the characters perceive. While all the stats, saving throws, and so forth are available to the player’s knowledge, from the character’s point of view it’s more or less “did I succeed at what I just tried?” Only in the land of parody would another character say something like, “Well, thanks to your Charisma stat of 17, you’ve convinced me of your point of view!” Or for that matter, “You really ought to be checking your stats more often.” Yet Onaar is completely straight-faced.

This kind of naked machinery is on display throughout the game. Various numerical stats are listed after objects, tasks list what stats are needed to perform them, and so forth. It’s weird, but I got used to it. Once the dramatic beginning was over, I found myself with a steep learning curve, figuring out all the intricate rules of this very intricate gameworld. That slowed the narrative pace down considerably, but eventually I got on track with what turned out to be a tutorial for the game’s primary mechanic of alchemy. That mechanic itself turns out to be quite involved, with requirements to gather ingredients from far and wide, take them through a number of magical steps, etc. The procedural quality of this ended up generating some drama in my playthrough as I was dealing with a (different, second) poison timer and only barely managed to synthesize the cure before my health ran out. For the most part, though, all these fiddly rules just made me tired. It’s obvious that an incredible amount of detail and care has gone into this game, and in fact it is an ideal game for somebody who really enjoys putting together complicated recipes from a detailed list of ingredients. The scales are weighted away from lateral thinking and emotional engagement, and towards grinding repetitive tasks. I’m not so much that kind of player, but I didn’t mind stepping into that mindset for a couple of hours, if for no other reason than even this CRPG routine still felt like so much richer an interactive experience than CYOA multiple choice. Of course, after those two hours I was nowhere close to finishing the game, and I doubt I’ll go back to it, but I appreciated being there as a reminder of how the comp used to feel.

Rating: 8.1

KANE COUNTY by Michael Sterling and Tina Orisney

  • “You tap on the break and hold the wheel straight.” – not an auspicious beginning
  • “Choose a class” – again, exposed game machinery
  • ARGH, back button restarts the game. Very reviewer unfriendly.
  • “On the other hand, if climb on top of a nearby hill” – then Tonto see you!
  • Some things strangely don’t lead to choices: ” There are three ways to get up it: follow a gravel wash, trace a well-worn track along an old, torn-down barb-wire fence, or go up directly and push through some junipers and shrubs.” but the only link is “Continue”. Oh, I see, the choice comes a bit later.
  • “You open the bottle and drink.” Why is this called interactive, again?
  • “but you might find some other use for it later on. Gain a Boat Part.” Oh, and uh, spoiler alert.
  • “This might be a good time to use one of your food items…” Not that I’m going to give you the option to do so.
  • “Look at the other area or chose a site.” 1, misspelling, and 2, this is one link that is presenting as two options.
  • “Make a fire – requires a digging tool” – why offer me an option you know I can’t pick?
  • CYOAs like this feel so arbitrary — you’re more or less choosing blind each time. And there’s no “undo”.

Rating: 4.9

LAID OFF FROM THE SYNESTHESIA FACTORY by Katherine Morayati

I was relieved and encouraged when I saw Katherine Morayati’s name. I had played some of Broken Legs and enjoyed it. So I kicked open that Glulx interpreter ready for some true text adventuring at last. Then I read the help info, because that’s how I roll, and saw this “About The Author” blurb:

Katherine Morayati is a music writer by day and by night and an interactive fiction person the rest of the time. She is the editor-in-chief of SPAG and the author of Broken Legs, which took second place in the 2009 Interactive Fiction Competition. This is nothing like that.

Slightly ominous, but I’m sure she just means it’s a totally different tone or genre or something. After all, she says clearly elsewhere in that help info, “Laid Off from the Synesthesia Factory is a work of parser interactive fiction.”

Except, after trying to “play” it, I figured out that no, it isn’t, either, and in fact the biggest difference between this and Broken Legs is that Broken Legs is an IF game, whereas this is more akin to a text generating machine that can sometimes be prodded to respond to various keywords, but is also quite happy to do its own thing no matter what you type. In fact, on my first playthrough, the PC ended up by a lake and I tried to type “swim”, except my fat fingers typed “seim” instead. Despite my nonsensical input, the game went ahead telling the story: “I decide he isn’t coming and head back to my car. With every mile marker I resolve to turn back, or turn off and find the nearest bar, or turn off and crash…”, so on and so forth, THE END. Seriously, “*** The End ***”. “Seim” was the final command of the game, causing it to spit out a bunch of final-ish text and stop. Next prompt I got was the old “Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command?” Undo, obviously. Except that the game replied: “The use of ‘undo’ is forbidden in this game.” Well then, I riposted, perhaps if you wish to disable “undo” in your game you ought not prompt me to type it in? Except, you know, far less calm and polite.

So, just as I was set up by the overall CYOA-ness of this comp to enjoy Onaar more than I might have, I was set up to be much more frustrated by Laid Off than I might have otherwise been. After that first, disastrous playthrough, I wrapped my head around the fact that this game is much more The Space Under The Window than Spider And Web. I tried again, this time just typing keywords and letting the game take me where it wanted. I enjoyed the experience a lot more that second time. The writing and overall concept of this game is a bit impenetrable, on purpose I think, but it still pulls off some lovely turns of phrase, articulating complex concepts: “What you are: A trim, functional paragon of a woman in lifelong battle with a disheveled unraveled omnidirectional grab of a girl.”; “What Brian is: deflatingly human when you’re with him, horribly beguiling when you’re not.” I’m grateful to have played it — I just wish it had been the spice to a better meal.

Rating: 6.3

TAGHAIRM by Chandler Groover

  • “Turn the page” style interactivity
  • Creepy. Creepy may not be a very tough emotional note to hit.
  • Oh ugh animal abuse.
  • Hm, timing matters. Throws off my randomizer. But then again my participation was pretty detached after the beginning.
  • All in all, pretty horrible. Felt like I was in a Milgram experiment.

Rating: 1.7

THE WAR OF THE WILLOWS by Adam Bredenberg

Running Python 3.4, I get a title card, 4 ominous seeming verses, and then this:

Traceback (most recent call last):
File "C:\Users\Paul\Dropbox\IF\IFComp2015\willows\PLAY.py", line 26, in
story.start()
File "./stories\ds_willows_1.py", line 1525, in start
game = intro()
File "./stories\ds_willows_1.py", line 82, in intro
raw_input()
NameError: name 'raw_input' is not defined

Oh well.

Rating: 1.0

THE MAN WHO KILLED TIME by Claudia Doppioslash

  • Oh dear. Another unpromising beginning, this time even before the game starts: “Notes: – English is not my first language. – While I was writing it, I realised its nature is more that of a non-branching story, but I wanted to have an entry at IFComp and I could use the feedback anyway, so here it is.”
  • A bit hard to read. Also “Responsability” – you don’t have to be a native english speaker to use spellcheck.
  • This is a tough slog.
  • This is 100% “turn the page” interactivity so far, 10 minutes in.
  • “on the whole it looked like it might be an appropriately assistantely time to show up.” Hoo boy.
  • OMG, a choice! A yes/no choice, but that’s as good as it gets so far.
  • “In fact he had a, not unfounded, feeling that he already was in this over his ears. Or at least a future self of his was.” I wonder if this actually makes some kind of coherent sense to someone somewhere.
  • Parts of this are compelling. The English plus the intricacy of the theme make it hard for me to hang on, and the interactivity is pretty much the same as a book. But as a story, with a good editor, I might enjoy it.
  • “He didn’t want to realise he was alone, to risk relinquish the mode of being under scrutiny. Because if he did, then he nothing would stop him from doing that. He must not let his eye wanted to the cabinet. Yet as he the thought first entered him, it kept growing in his mind, as it usually did and does.” …Annnnd you lost me again.
  • One of the few choices turns into a non-choice.
  • Whuh? Ends altoghether when it feels like it’s about to step out of the prologue.

Rating: 2.9

Now, in fairness, it turns out that the random selector may have done me wrong. Looking at the results, it appears that none of the games I played landed in the top 25% of the final standings. And in fact, only Nowhere Near Single and Onaar were in the top 20 games. Moreover, the top 3 games (and 7 of the top 10) were parser-driven, so it’s not as though IFComp has fully turned into CYOAComp. For that matter, perhaps some of those highly placing CYOA games could have given me a much different impression of how immersive and enjoyable that medium can be.

Until next year, though, I’m probably going to seek out the parser games, and leave the rest be. It’s possible that being an IFComp judge is better left to people with enough time for IF that they don’t mind spending much of it frustrated. That used to be me, but it isn’t anymore.

Human Resources Stories by Harry M. Hardjono [Comp98]

IFDB page: Human Resources Stories
Final placement: 27th place (of 27) in the 1998 Interactive Fiction Competition

I have to confess, I’m a little afraid to write this review. So let me just start out by saying Harry, I’m sure you’re a wonderful person. I’ll bet you have lots of friends, a loving family, and are kind to small animals. I’m sure you’re not violent, or if you are violent, your violence is directed only at inanimate objects. Please accept anything in this review as purely constructive criticism, and remember that reviews are about the game, not about the game’s author. If anything I say offends you, I will gladly retract it. Please don’t hurt me.

OK, that being said, here’s what I thought of Human Resources Stories: I thought it was the most unrepentantly bitter, angry, and unsettling game I’ve ever played. I started to get a hint of this in the game’s readme file, in which the author proclaims “I am not a lemming,” as though he has been accused of thoughtlessly following the crowd, and feels obliged to defend himself. He goes on to say that he will probably suffer for the small size of his game, and that he has “pointed out (much to the chagrin of a lot of people) that judges are discriminatory toward size.” OK, so far I’d seen some defensiveness, a predilection to believe that the competition judges (basically any random r*if readers who bother to send in votes) don’t judge fairly, and the suggestion that when he has pointed out this “fact”, he has been shouted down. My guard was up.

And a good thing too, because after I read the intro (which casts you as an interviewee for various high-tech companies, all of which take pride in “paying the best, brightest, most talented people in the industry sub-average salary”), I read the credits. These thank various helpers, and at the end: “other raif denizen: Except for some obviously rude, stupid people who think they are _so great_.” Um, wow. That’s some real anger there. Or at least, that’s how I took it. Gee, I hope I’m not one of those “obviously rude, stupid people.” I’d hate to be rude and stupid, much less obviously so. I wonder who these people are. I certainly wouldn’t want to be the one to point out that flaming raif in the credits of your game and using a singular noun when you intend a plural isn’t exactly polite and intelligent. I don’t mean that in a hostile way, really. Just gently pointing out the irony I felt at that moment. If necessary, please reread my first paragraph. Anyway, once I got over the credits, I decided to type “XYZZY” for fun, since the readme file specifically mentions the author’s bafflement at why modern IF games still include it. That’s when I got the biggest shock yet.

The response to XYZZY is a long, long, long diatribe. It probably has more words than the rest of the game and the readme file combined. It starts out as an interview scenario, the question advanced being “How do you work?” This question becomes the jumping-off point for a highly detailed rant about how this poor programmer got the blame for every bad thing in the company, is working on weekends with no pay, has had the project timeframe reduced by 75%, meanwhile the manager is off to Hawaii, and finally this programmer, who is a good person and a fine worker (and an excellent programmer who would write outstanding code except for it’s impossible to do so under such oppressive conditions) pulls the whole thing together so that it works for the end users, only to have the whole process start over again. By the end of this, I was sitting there reading with my jaw hanging open, just in shock. Let me say that if I were interviewing someone and got this answer, not only would I never call the person back (in the game’s words, “The phone never ring.”), but I would be beefing up security and thinking about investing in a bulletproof vest, and phoning the interviewee’s current and former employers to suggest that they do the same. The level of anger and bitterness there is just incredible. By this point, I had completely forgotten the original question, so I typed “RESTART.” The game’s response? “That’s not how life works.” Same response to “QUIT”, which was my next inclination. And I thought Zarf was cruel! Certainly it’s true that you can’t do these things in real life (well, you can quit. See In The End), but disabling these basic commands made for a hell of an inconvenience when I actually did want to restart the game.

Perhaps “game” is too strong a word anyway. When I finally did get to it (by shutting down the whole interpreter then re-running it), I found that it wasn’t a game exactly. It’s advertised as a choose-your-own-adventure type of game, but beyond the initial prose there’s really no story, no advancing narrative whatsoever. Instead, HRS asks you a series of multiple choice questions, as if it were interviewing you for a programming job. At the end, you either get the brush-off (“The phone never ring.”), or you get the job with a series of letter grades for technical, teamwork, and leadership criteria, along with a salary. The best I did was an A, A+, and A+, with a salary of… $20,000. Now, I work as a programmer, for a state university no less, and I didn’t find that to be my experience of a starting salary. I have to wonder if the anger I saw in other sections of the game might be biasing its results… just a bit. To be fair, the game does not reward you for being a bootlick. If you give the typical “What you think an exploitative company would want to hear” answers, you will get “The phone never ring” pretty fast. However, the set of answers I gave for my highest score still indicated some pretty brutal expectations on behalf of the hiring company. And this, the game would like me to believe, in the face of the biggest high-tech labor scarcity in… well, ever. Aside from whether HRS reflects “real life” or not, it’s not much of a game. It’s more like a test than a game, and more like a rant than a test. I can’t really say I found it fun, though it certainly did provoke a strong reaction from me. I guess that in all honesty, I’d have to say that I really disliked being subjected to both the rant and the test. The game makes me glad I’m not looking for a job right now, but it makes me even more glad that I’m not looking for an employee. But that’s just me. Nothing personal. Please don’t hurt me.

Rating: 2.5 (I hope I’ve explained myself well enough to demonstrate that the length of HRS had very little to do with my rating. I, uh, am not a lemming.)

CASK by Harry M. Hardjono [Comp97]

IFDB page: CASK
Final placement: 31st place (of 34) in the 1997 Interactive Fiction Competition

Well, a game subtitled “my first stab at Interactive Fiction” doesn’t inspire much confidence. CASK is another one of those “I wrote this game to learn Inform” games that seem to be so popular this year. None of the other languages, even AGT, have inspired this particular genre of competition entry this year (with the possible exception of Mikko Vuorinen’s Leaves, written in ALAN), and I think it’s worth ruminating on the reasons for that. Inform is a sophisticated system, and there certainly have been no dearth of complaints on the IF newsgroups about how difficult it is to write programs with its C-like, object-oriented structures. Nonetheless, many people (including some of the people complaining on the newsgroups) have been able to use Inform well enough that they felt the results of even their first efforts were worthy for submission to the competition.

I think that part of the reason for this is that Inform’s libraries are comprehensive and detailed enough that even the barest shell .z5 game seems rich with possibility — dozens of verbs are implemented and ready to use, and creating simple rooms and objects is quite easy. The depth to which the Inform libraries are crafted allows even a designer’s first efforts to seem, at first blush, on a par with simpler Infocom adventures. Moreover, Inform enjoys a special place in the ftp.gmd.de hierarchy: besides being lumped in with all the good, bad, and indifferent systems in if-archive/programming, it also resides in if-archive/infocom/compilers. Consequently, anyone who came to IF by way of Infocom can stumble upon it in their first visit to the archive, simply through connecting to the most familiar word and then saying “Wow, the Infocom compiler is here?” I know that’s how it happened for me. Inform’s .z5 format is a nice piece of wish-fulfillment for all of us who wish that we could still get a job at Infocom. So just because Inform is granted this privileged association with Infocom, does that mean that a certain set of its users feel that their first efforts are on Infocom’s level, without a substantial amount of effort on the part of the author? Perhaps, but all these pieces combined don’t explain the trend I’ve seen this year. I’m not sure what the rest of the explanation is, but I do know this: I hope the trend won’t last. It doesn’t add a lot of quality interactive fiction to the archive, just a lot of shoddy Inform examples.

Which brings me up to CASK. The idea here is that you’re trapped in the basement of a winery, abducted for no apparent reason by your new employers. You must use your wits and the objects about you to make your escape. However, the real truth is that you’re trapped in a below-average interactive fiction game, which was entered in the contest for no apparent reason by its author. You must decipher vague prose, evade coding bugs, and defy logic to escape. Luckily, it doesn’t take too much time as long as you have help. Bring your walkthrough! CASK helped its author learn Inform. Let’s see that knowledge applied to the creation of a quality IF game.

Prose: There were a number of areas in which the vagueness of the prose contributed rather unfairly to the difficulty of the puzzles. [SPOILERS AHEAD] For example, at one point in the game you find a rusty saw, whose description reads “It is a rusty saw.” (Oooh! Now I understand! Glad I examined that!) When you try to cut something with the saw, the game tells you “You cut your fingers on the saw. Ouch!” Now, I’m no genius, but I do know which end of a saw to hold. It’s the handle, right? There’s nothing in the description suggesting that this saw doesn’t have a handle, so how would I cut my fingers? Is the handle sharp? Turns out you have to wrap a cloth around the saw then cut a hole with it. Though it seems to me a saw with a cloth wrapped around it isn’t going to have much cutting power. [SPOILERS END] Dealing with prose like this makes me feel like the character is supposed to be woozy and probably blind and pretty clueless as well. I hope the effect is unintentional.

Plot: Oh, I’m sorry. I gave away the plot earlier. You have to escape from a basement.

Puzzles: There are really only a few puzzles in this very short game, several of which involve having a switch in the right position (though figuring out which position is right is largely a matter of guesswork. Luckily the switch has only two positions, so even the brute-force solution doesn’t take long). There’s also a bit of outfox-the-parser, some find-the-bug, and a good deal of figure-out-what-the-hell-the-prose-means.

Technical (writing): The writing featured several entertaining errors. In one room (of the three total in the game) you can see that the room “has relatively few noteworthy” aside from “an old heavy machinery”.

Technical (coding): This game could definitely have used a great deal more testing. Object descriptions repeat when they shouldn’t, and some trapped responses behave in bizarre ways.

OVERALL: A 3.1