Domicile by John Evans [Comp03]

IFDB page: Domicile
Final placement: 18th place (of 30) in the 2003 Interactive Fiction Competition

For last year’s comp, John Evans submitted a game called Hell: A Comedy of Errors. That game started out very cool and interesting, but after playing for about an hour, it became quite apparent to me that the coding wasn’t finished. Well, some things don’t change. I mean, the ABOUT listing for this game includes the admonition, “for known bugs, type BUGS.” Known bugs? Listen, if you know there are bugs, especially basic ones like those in this list (“hints not done yet”), that means your game isn’t ready for release. So, hey: DON’T RELEASE IT!

Like Evans’ previous game, this game has some pretty cool stuff in it — there’s an interesting magic system, some good puzzles, a nice sense of expanding possibilities. The problem is, it’s not finished. I played for a while, found some of the cool stuff, and solved a few puzzles. I also found a ton of bugs (not on the “known bugs” list), which forced me into checking the hints a lot from early on — there were a number of synonym problems, some sloppy coding, some Vile Zero Errors. Then got I totally derailed by a game-killing bug (again, not on the “known bugs” list) that spat out a Zero Error and trapped me in a dead-end. So, back to the hints. I restored, tried another method, ran smack into another game-killing bug (that’s right, not on the list) that refused to acknowledge when a puzzle had been completed. So then I said, “Okay, you know what? You get a 1.”

I’m in a bad stretch, here. Three out of the last four games I’ve played have been, in my opinion, not even close to ready. This one is maybe the most aggravating of all, because it seems like the author has this problem repeatedly, so I’m going to do something I rarely do, which is to address him directly. John, your games could be really good. Really. But man, you have got to follow through! You have got to finish what you start. Polish it, test it, get the bugs out, make the code smooth. You know: finish.

Listen, I have a half-finished game on my hard drive too, and I could have slapped an ending on and released it to the comp, but I didn’t, because of this idea I have about comp courtesy. I would prefer to do the right thing by the people I’m asking to spend time on my stuff, so I won’t give it to them until I’ve done all I can to make sure they’ll actually enjoy it. If you get too bored with something to finish it, or the deadline comes before you’re ready, DON’T RELEASE IT. Releasing half-done, bug-ridden games is indefensible, because no matter how much potential they may seem to have, until they’re finished, they’re CRAP.

Instead of starting a new game for next year’s comp, polish and fix this one, so that you can actually have something good to your name. That’s just my advice, which I’m sure doesn’t mean much to you. If it did, you’d have gone back and finished Hell: A Comedy Of Errors. But you won’t be getting much respect as an author until you show that you can actually write a good game instead of a good half-game.

Rating: 1.0

Hell: A Comedy Of Errors by John Evans [Comp02]

IFDB page: Hell: A Comedy Of Errors
Final placement: 23rd place (of 38) in the 2002 Interactive Fiction Competition

So here we have the Fine-Tuned of Comp02. That is to say: Hell starts out with a great premise — you’re a newly-created demon, and your business is to go about torturing souls and extracting the maximum possible penance from them. There are some fun role-playing elements to choosing your form, your wings, your color, and so on. In fact, much of the game’s setup is RPGish in a good way — you can purchase various implements of torture (all rather lighthearted, e.g. “documentary crew” or “lizards with pointy sticks”) and carve out your own personal infernal landscape of punishment rooms. Getting penance from damned souls results in further credits for further purchases, and opens possibilities of further demonic avenues such as helpers and peddlers.

Hell then completely squanders the promise of this great setup by being so very incomplete. The documentation suggests that some souls give up more penance depending on their particular characteristics, but damned if pretty much every soul in the game doesn’t look exactly identical. So, inevitably, you run out of money and then wander around wondering what to do next. I get the sense that in the finished version, each soul will have its own personality, and the puzzle will be to match it up with the environments and tortures that best suit it. In the current version, it’s pretty much a crapshoot.

Of course, there’s always the possibility that I’m wrong about this. Maybe I’m missing some critical clue that would make it clear how to proceed. Given that the game provides neither hints nor walkthrough, it’s impossible to be sure that this isn’t the case. Nevertheless, what seems quite clear is that Hell doesn’t do what it says it will, and consequently I have no choice but to regard it as an unfinished game. Please don’t submit these to the comp.

Rating: 1.0