Triune by Papillon [Comp01]

IFDB page: Triune
Final placement: 9th place (of 51) in the 2001 Interactive Fiction Competition

The more years I write reviews for comp games, the more convinced I feel that my reaction to a game is strongly influenced by where it happens to fall in the random lineup chosen for me by CompXX.z5. I still remember how it felt in 1998 when I opened up Little Blue Men right after finishing Human Resources Stories — I suddenly had this horrible vision of legions of IF authors sitting in dark, cramped basements, writing little opuses that allowed them to spew hatred at their day jobs. Similarly, as soon as I was a little ways into Triune, I thought to myself, “Oh dear, another dream game.” This most likely wouldn’t have happened had I not just finished The Cave of Morpheus, whose hallucinatory qualities covered over a multitude of design and implementation sins.

The dreamlike sequences in Triune are much more powerful than those in TCOM, because Triune borrows liberally from fairy tale elements, squeezing all the Jungian, archetypal, collective-unconscious juice from them that it possibly can. On the one hand, the inclusion of these elements makes for potent storytelling, but on the other, it calls for a degree of control that the game doesn’t always display — sometimes the power of the symbols isn’t harnessed as well as it could be, and they end up working at cross purposes. The effect, at the end of the game, is of an experience that offers some very strong moments, but doesn’t quite all hang together.

The narrative frame of Triune gives us a teenage girl in an unbelievably abusive household, who escapes (perhaps literally — the game leaves it unclear) into a fairy-tale world; that is, fairy-tale in the bloody, brutal Brothers Grimm sense, not the bowdlerized sweetness of a Disney flick. I’m not using that word “unbelievably” as a casual intensifier; the father comes across as such a caricature of an abusive alcoholic that it’s difficult to believe in him as a real person. (The fact that some people no doubt act exactly as this father does, while a sad reality, does nothing to make him a stronger character, since stories are more about what feels real than what actually is real.) In fact, the whole thing feels a bit over-the-top: in the flashbacks and non-dream bits, there tends to be some adult who is being either amazingly wonderful or amazingly awful.

The fairy-tale bits can tend towards the ham-handed: there’s a serpent, a Tree of Knowledge, a character named Lilith, etc. Now, arguably, I’ve been guilty of this sort of excess myself, so I can understand how it gets into a game, but I still found it a little grating. It’s true, though, that the circumstances of the narrative frame — the fact that it’s seen through a teenager’s eyes, the fact that the archetypal forest invites archetypal dwellers, and the general sense of unreality about the whole thing — mitigate these problems to a significant degree.

From an IF standpoint, Triune is a mixed bag. There’s some fairly rich plot-branching — the fact that I played through a session with the game that differed wildly from the walkthrough but still felt satisfying indicates how much the story space has to offer. On the other hand, while the implementation is generous in some places, it’s quite sparse in others. It’s fine that the game more or less only implements what it’s interested in, but there needs to be some minimum degree of coding polish to avoid exchanges like this:

>NE
The door is locked.

>OPEN DOOR
I don't see any door here.

In addition, there were some definite lexical problems, such as the books who displayed their contents when EXAMINEd, but were stubbornly unavailable to READ. The jpeg image feelies provided with the game are excellent, again dipping into the well of ancient patterns, along with evocations of childhood, to set a dramatic scene. As an examination of femininity and how it works in culture, Triune is partially successful, offering some moments that are quite moving indeed, and bringing mythical elements into some interesting collisions, though not always as coherently as might be hoped. As a game, it’s got some serious flaws, but is still worth exploring.

Rating: 7.7

Desert Heat by Papillon [Comp00]

IFDB page: Desert Heat
Final placement: 28th place (of 53) in the 2000 Interactive Fiction Competition

Playing Desert Heat made me realize something. In the first five years of the IF Competition, I don’t think a single “true” Choose-Your-Own-Adventure style branching narrative has been entered. Sure, we had Human Resources Stories, but despite its title, that game had no story — it was just a weird quiz. We also had Life On Beal Street, but that game didn’t really offer any choices, unless you count “quit” and “don’t quit” as legitimate story branches, which I don’t. So along comes Desert Heat, a true CYOA story, forcing me to decide what I think about such a format for a comp game.

Here’s what I ended up with: I have nothing against CYOA; in fact I like it, and nurture fond childhood memories of CYOA books by the likes of Edward Packard, R.A. Montgomery, and the amusingly pen-named D. Terman [Which turns out not to be a pen name at all. Guy was actually named Douglas Terman. — 2020 Paul]. However, in an interactive fiction competition where its competitors boast full-blown parsers, maps, and the like, it just doesn’t feel very interactive. Desert Heat does an excellent job of presenting its milieu, but I kept wishing for many more choices than the story offers.

Perhaps part of the problem is that the game’s narrative doesn’t actually offer that many real options. Most of the branches aren’t branches at all. Instead, they generally do one of three things: one, they reveal themselves to be dead ends, forcing you back to a previous node; two, they only offer the illusion of choice, because every option leads to the same node; or three, they result in an abrupt ending. Endings are plentiful in Desert Heat, but branches aren’t, and that probably accentuated the feeling of restriction I was already experiencing as a result of dropping from the wide-open ambiance of a text adventure into the more streamlined mode of CYOA. Consequently, I found that I was having less fun with Desert Heat than I had with the good parser games I’ve played so far, though to be fair I did find it more fun than the bad parser games, so format isn’t the only thing at work here.

The other unique thing about DH is its genre. It calls itself “A Romance Of Sorts”, and because I’m not a reader of romances, I couldn’t say how closely it hews to the conventions of that genre. I can say that it was written well, proofread well, and programmed well (though the programming chores are obviously more minimal when it comes to CYOA, and the author apparently had help from Mark Musante’s CYOA library for TADS). The Arabic, desert milieu is one I haven’t seen very often at all in IF (the only other one I can bring to mind is a section of TimeQuest), and it feels fresh and interesting. The characters are believable, the intrigue plausible, and there are even some quite subtle moments of humor. (Read the descriptions closely if you ask one of the characters to dance.)

As the author’s warning suggests, there are some sexual scenes available, and in fact the options to include or exclude these scenes represent some of the most significant choices available in the game. Again, I’m not sure what the conventions of the genre are when it comes to this kind of scene — some of them made me a little queasy, but I only encountered these when I was systematically going through the game looking for text I had missed (the inclusion of “undo” was much appreciated.) They didn’t appear in my first few plays through the game, which probably says something about how I tend to play a character.

In the end, while I appreciated Desert Heat for its experimentation with an untried format for comp games, and while I enjoyed its presentation of an unusual setting, I just couldn’t get very into the story. This is no doubt partly just because romances like this aren’t really my cup of tea — I’d never seek one out for pleasure reading. Also, there are some continuity slips in the game, highlighting the fact that although CYOA takes the burden out of coding, it places much more stringent demands on plotting — characters shouldn’t seem surprised to discover something that was already revealed in a previous node, or by contrast claim knowledge of something that hasn’t been revealed yet in this particular narrative trajectory, and those things sometimes happen in Desert Heat.

In the final analysis, it was probably a combination of factors that made me say, “Nice try, but it didn’t really work for me.” I still think a CYOA could work in the comp, but the lesson of Desert Heat is that such a game would not only have to be well-written and very well-plotted, but also wide enough and with enough available choices to provide a feeling of freedom at least somewhat comparable with parser games.

Rating: 5.4

Little Blue Men by Michael S. Gentry [Comp98]

IFDB page: Little Blue Men
Final placement: 7th place (of 27) in the 1998 Interactive Fiction Competition

WARNING: Because Little Blue Men uses obscenities in its text, that language will also appear in this review.

Well, the first thing I have to say is that starting Little Blue Men right after finishing Human Resources Stories was quite mind-bending. The game starts with a character who is sitting at his desk thinking of his job as “another day in the trenches,” looking at his corner as his “own little slice of the shit pie those sons of bitches call an office.” I had this sudden vision of IF authors as angry loners, driven by their misanthropy and lack of social skills into highly solitary hobbies like writing and programming, friendless misfits who hate their jobs, hate their lives, and generally hate people, and who write supposedly entertaining games that are really about how much the world sucks. Luckily, the vision passed as the game underwent a curious transformation. First of all, the game’s disclaimer assured me that “at its most fundamental level, this game is about learning to love yourself.” OK, maybe we’re not loving anybody else yet, but loving yourself is at least a little positive. Next, I entered a few commands, the first ones that came to mind, really, and… won the game. Or did I? My final message said “*** You have learned to love yourself ***”, which is what I was told the game was about. So I won, right? In 10 moves? I wondered how in the heck a game whose .z5 file was 171K could end up being so short. I wondered, in the game’s words, “What the hell…?!”

It turns out that although LBM may be about learning to love yourself, if you do the things that help you reach that goal too quickly you end up missing the entire story. That story consists of scheming ways to kill or otherwise waylay your co-workers, destroy the things that aggravate you, discover the secrets hidden behind the bland office walls, and figure out just who or what your boss, “that bastard Biedermeyer”, really is. In short, it consists of getting an unpleasant character to do unsavory things, in service of a plot that grows more and more metaphorical and surreal as you progress through it. When I finally got to the end, I wasn’t sure that I was any more satisfied with the “real” ending than the one I got to in 10 moves. In his postscript, the author tells us that he wants the story’s structure to help us question to help us analyze some of our assumptions about IF. For one thing, we should think about what really is the most “optimal” ending of the game, and whether it’s worth it to actually play through a game if it’s possible to reach a positive ending at the beginning, and/or if the motivations of the character are twisted and repugnant? Now, these are not new ideas. Andrew Plotkin‘s A Change In The Weather offers a similar situation at its outset — if you rejoin the picnic, you end up having fun after all, but you also miss the story. To go back earlier, Michael Berlyn used a related technique in Infidel by making the main character a shallow, exploitive greedhead who probably deserves a desert demise, then asking you to solve puzzles and find treasure on his behalf. Little Blue Men, though, makes these propositions starker than ever before by making its main character thoroughly repulsive and an optimal ending immediately reachable.

Now, my answer to this question in its abstract form is that responses will vary depending on the player. Some people probably have no interest in playing a repulsive character, and so will just delete the game. Others might be driven by curiosity to complete the game even though they find the experience unpleasant. Still others will view it as a chance to get a glimpse into abnormal psychology, or to have some fun playing a villainous character. In this way, playing such a game is akin to watching a movie like Natural Born Killers, or reading a book like In Cold Blood — it may be very well-done, but it’s not everybody’s cup of tea, and that’s fine. Consequently, I guess I don’t view the question as all that interesting, maybe because any assumption I might have had about IF characters having to be good was eliminated as soon as I finished Infidel (in 1986). But even though I feel this way, LBM still didn’t work for me, not because of its main character but because of its choices of setting, imagery, and metaphor. The game invokes the movie Jacob’s Ladder a couple of times, which is a movie I loved. That film was by turns profound, chilling, and inspiring. LBM only achieves glimpses of these things, and I think the reason is because I found its imagery muddled and incoherent. The game is obviously taking place on some metaphorical level, but it was never at all clear to me what the metaphors were supposed to be representing, and as they stack up it only becomes more confusing. In addition, there was basically no connection with reality, which left the game’s symbols floating unanchored. Some flashback scenes, some glimpses of reality, some type of explanation for the heaven/hell dichotomy the game presents would have gone a long way toward connecting its symbolism with something more meaningful than just other symbols. There’s a lot to like about this game. It is written well, and although it doesn’t achieve an overall arc, it does contain moments which can be quite moving or frightening. Technically I could find very little for which to fault it, both in its writing and its coding. Its puzzles may have had some unpleasant content, but they were clever and engaging, and generally quite well integrated with the storyline. But for me, it did not succeed as a work of art. Nonetheless, I respect it for being an ambitious but flawed experiment — I’ll take that over competent repetition any day.

Rating: 6.3

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.)