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

Colours by J. Robinson Wheeler as Anonymous [Comp01]

IFDB page: Colours
Final placement: 32nd place (of 51) in the 2001 Interactive Fiction Competition

Colours comes out of an IF impulse I’m starting to recognize. The game has no interest whatsoever in story or characters, and instead uses the tools of IF to build a large, complicated, inhabitable puzzle. If Games Magazine had an interactive edition, this game might be included. I think it shares a kinship with games like Ad Verbum, or the less satisfying Schroedinger’s Cat, but I’m not sure what to call games like these — perhaps “plotless IF”, since they’re so unconcerned with telling a story.

I don’t think that quite covers it, though. Even the venerable Zork series could be considered plotless IF, given that its PC is a complete cipher, and that the game’s skeleton mainly exists to support a variety of clever puzzles, but I don’t think it’s in quite the same species as something like Colours. For one thing, one of the pleasures of Zork (and its imitators) is the wonderful landscape descriptions provided throughout. That’s in stark contrast to this game, where most of the rooms (at one point or another), are described along these lines:

Clear Room
The walls of this room are made of a sheer, shiny substance that is
neither wood nor metal nor plaster nor plastic. They have become
completely transparent. Exits lead north, east, south and west.

There’s a kind of purity to this aesthetic that Zork doesn’t even approach. It’s as if the game wants to provide the barest possible structure on which to hang its puzzles, and the puzzles themselves tend to be rather abstract exercises in pattern-matching. There’s another difference too: Colours (and games of its ilk) offers a cohesiveness that’s absent from more freewheeling games like Zork. The entire gameworld hews to a unified set of rules, and the puzzles tend to be variations on a theme — in the case of this game, that theme is (you guessed it) colors. (Well, there’s also a word theme, but that’s subservient.) This is the sort of genre to which Colours belongs, but I really need to come up with a name for it so that I don’t have to spend a paragraph each time I find one. Suggestions welcome.

Because I come to IF looking to be immersed in a story and a setting, These Sorts Of Games aren’t exactly my cup of tea, but I can still enjoy them when they’re done well. Once I recognize that the crossword has utterly defeated the narrative (in Graham Nelson’s terms) and adjust my expectations accordingly, I’m ready to indulge in the pleasure of pure puzzle-solving. Of course, what that means is that an entirely different set of expectations falls into place. Games whose sole purpose is their puzzles had better provide interesting challenges, problem-free implementation, and clear solutions in case I get badly stuck.

On many counts, Colours doesn’t disappoint. I found its puzzles entertaining for the most part, and found no errors in its prose. On the other hand, I also encountered one serious flaw that drastically reduced my enjoyment of the game. Without giving too much away, the problem is that there are some game states where crucial items appear to have vanished, when in fact they are present but totally undescribed. This sort of environment manipulation is a big no-no in IF — I’m relying on the text to present an accurate picture of the world, especially in pure puzzle games (hmmm, “pure puzzle games”… might work.) When it doesn’t, an element critical to pleasure in puzzling has disappeared.

I went through Colours twice, because due to the apparent absence of vital items, I thought the game had closed itself off without warning. When I encountered the same problem a second time, I trundled desperately over to ifMUD, where someone kindly told me that the items really are there, contrary to what the descriptions might have me believe. As a result of these travails, my experience in playing the game went from being a fun cerebral exercise to being an exercise in frustration.

The other area in which Colours didn’t quite come up to snuff was in the solutions it provided. Two bits of help accompanied the game: some vague hints appear when the player types HELP, and then a complete walkthrough exists as a separate text file. The problem is that the HELP text gives suggestions that are just flat wrong. In fact, for those who haven’t yet played the game, here’s my advice: ignore what the help text tells you to start with. You don’t yet have to tools to deal with that. Instead, start with exploration, and with a close look at the text on the game’s accompanying jpg image.

Then there’s the walkthrough, which is very helpful on some points, and not at all helpful on others. The walkthrough’s approach is to explicate the concepts behind the game, and to tell how to accomplish the puzzle goals, but not to provide a step- by-step solution. Consequently, due to the “hidden items” problem described above, I found myself staring at the walkthrough and thinking, “but how am I supposed to do that?” I certainly understand the impulse not to just lay everything flat in the walkthrough — I didn’t even provide a walkthrough with my own comp entry, a decision I’m beginning to fret about now — but the danger in not laying out a stepwise answer is that if there are problems in the game itself, the walkthrough becomes pretty useless. Luckily, this problem probably won’t be very hard to fix, and if Colours sees a post-comp release, it will probably end up as an enjoyable puzzle-box for those who like that kind of thing. In its present incarnation, however, I found that its charm faded quickly into confusion.

Rating: 6.5

Return To Zork: Another Story by Stefano Canelli [Comp00]

IFDB page: Return To Zork: Another Story
Final placement: 26th place (of 53) in the 2000 Interactive Fiction Competition

The IF competition sure puts me in some weird situations. I never thought I’d play through an actual game based on an Infocom sample transcript, but I did it in 1998, when I played David Ledgard’s Space Station. I never thought I’d read a mocked-up transcript of a fake game, then play a game actually implemented from that gag transcript, but J. Robinson Wheeler’s Four In One proved me wrong that same year. Now I’ve encountered what may be the weirdest situation yet: I just played a text remake of Return To Zork.

For those of you who didn’t play RTZ, it was Activision’s first graphical adventure to use the Zork license they had inherited from their purchase of Infocom. It was, in my opinion, pretty weak. It had a fairly cool interface, as graphic adventures go, and some nice features (like the various bits that took notes for you or recorded people’s speeches), but it was cursed with an incomprehensible plot, highly annoying puzzles, and absolutely execrable voice acting. Most of all, it just didn’t feel very Zorky, at least not to me. The cleverness was missing, and the splendor was, too.

For me, it’s completely baffling that somebody would want to actually remake this game. In fact, RTZAS isn’t just a remake — call it a “remake-plus”. It takes much of the original structure from RTZ, alters some things, and adds a bunch more. It’s kind of like if somebody was such a fan of Star Trek V: The Final Frontier that they wrote an entirely new novelization of it, changing a few bits around and adding whole new scenes and subplots. Well, of course the other difference is that RTZAS was produced with permission of the license holder, yet another example of Activision’s openness to the fan community. You can bet you wouldn’t see Paramount behaving so freely with the Star Trek license.

When I played RTZAS, I couldn’t help but be haunted by sounds and images from the original RTZ, bad voice-acting and all. This mental baggage already biased me against the game, sorry to say, and RTZAS‘s many, many problems did nothing to redeem it. First of all, as far as I could tell, the game makes no effort to clarify RTZ‘s tangled plot, and in fact snarls it further with the addition of new locations, characters, and subplots. Moreover, there are a number of bugs, though none very catastrophic.

The biggest problem of all, however, is the language. The English in this game is very deeply warped — almost every sentence features at least one bizarre error in spelling, grammar, or diction, sometimes so much so that it’s hard to tell what the hell the game is talking about. For example, here’s a sentence from the first room description: “The rocky underfoot descends ruggedly towards east in direction of a building that appears to be a lighthouse.” Sometimes RTZAS feels like the offspring of an unholy union between Return to Zork and For A Change, just because the game’s writing is so far from standard English. Much of it feels like it’s been run through a translator program like Babelfish, with typically hilarious results. For instance, at one point you find an old mill that the game refers to as “delicious.” Delicious? All I can guess is that some word like “adorable” was intended, but something got very, very lost in the translation.

Still, all that aside, I have to hand it to RTZAS: this game is obviously a labor of love. A great deal of care has been put into describing lots of objects, creating alternate solutions to puzzles, and lovingly recreating many of the scenes from RTZ. It also mercifully leaves out some of the very worst scenes from that game (“Want some rye? ‘Course you do!”), which I certainly appreciated. It seems like a very odd thing to want to bring into the world, but RTZAS could be a fairly worthwhile game after its writing has undergone a major overhaul and it’s been debugged more thoroughly. Nonetheless, even if it was at this point, it wouldn’t really be an appropriate competition game. This thing is huge! I played for 2 hours and didn’t even get halfway through, I don’t think. As it stands, it’s not only huge but very badly executed. And I just finished 2 hours with it. Maybe I will have that rye, after all.

Rating: 3.4

Being Andrew Plotkin by J. Robinson Wheeler as Celie Paradis [Comp00]

IFDB page: Being Andrew Plotkin
Final placement: 3rd place (of 53) in the 2000 Interactive Fiction Competition

I was the perfect audience for this game, or near-perfect anyway. I’ve seen and enjoyed Being John Malkovich, the film by Spike Jonze. I’ve hung around the IF scene for a long time. I’ve played every Plotkin game, even Inhumane. I’ve also played every Infocom game, which turns out to be helpful as well. Even with all that, I’m not sure I caught every reference (especially given the prodigious list of such references provided by the author in the endnotes), but I think I caught a lot of them. Consequently, I’m not sure how somebody who doesn’t fulfill some or all of the above criteria would react to BAP, but I can tell you this: I thought it was a delight.

In fact, even as I was reflecting on what a rockin’ great start to the competition this game gave me, I was also regretting how small its target audience surely must be. No doubt somebody familiar just with the IF newsgroups, or just with Zarf (that’s Andrew Plotkin’s nickname, for those of you not in the know), or just with Jonze’s movie would find some entertainment value here, but how much more they would derive if they were, well, me. And believe me, there is a lot here to be appreciated. The game is gleefully deft at playing with the identity themes so memorably plumbed in the movie, and it does so in ways that are wonderfully appropriate to the medium of IF and to the specific project of exploring Zarf’s head. On top of that, it throws in lots of nifty IF references and generally has a hell of a time exploring some dark and unmapped corners of the form. In short, it works as a riff on the movie, as a riff on Zarf, and as a riff on IF itself.

The writing is, at times, a bit wobbly. I admit to being a little worried when I saw the first sentence of the game: “At last, your troubled fortunes seemed to come to an end.” The use of the past tense rather than the more traditional IF present tense, as well as the awkward phrase “troubled fortunes”, confused me. It felt like there was an initial paragraph missing, or perhaps that the PC had just died (which is how most people’s fortunes, troubled or not, tend to come to an end.) I think if the game had started out with “At long last, your troubles seem to have come to an end,” I could have swung with it, but as it was, it took me about a hundred moves to turn off the little editor in my head (apparently we all have a cast of characters capering around inside our skulls) and go with the flow. Once the game got rolling, though, there were some fantastic bits of writing. Particularly evocative and exciting were the effects generated by the various shifts in perspective that the game executes.

Those perspective shifts are some of the most intriguing things that happen in this game, or in any comp game I’ve ever seen, for that matter. I don’t want to give away spoilers here, so I’ll just say that the game explores some more or less uncharted IF territory by doing quite a bit of “head-hopping”, in both the literal and figurative senses. And of course, the fact that it is both literal and figurative is just one of the many fun things about this game. I love it when I’m still thinking about a game long after I’ve played it, still having little “aha!” moments making connections and grokking references. Yes, it’s true that the text probably could have used another round or two of revision. It’s also true that there are a few bugs remaining here and there, though there were other moments when I was pleasantly startled by the depth of implementation in some areas. The author confesses at the end of the game that “He began coding it on 2 September 2000 at 7:04am, and raced like the wind to finish it in time,” and in places, the rush shows. On the whole, however, the game is a whole lot of fun, and very thought-provoking, too. Being Andrew Plotkin is an experience not to be missed.

Rating: 9.0

Four In One by J. Robinson Wheeler [Comp98]

IFDB page: Four In One
Final placement: 16th place (of 27) in the 1998 Interactive Fiction Competition

Playing Four In One, I was in an unusual, unprecedented (for me) situation: I was playing a game of which I had already read a complete, winning transcript. Not a walkthrough, but a transcript of commands and game responses. It seems that the author submitted this transcript to Stephen Granade’s IF Fan Fest, an informal quasi-competition held at Granade’s Mining Company web page. If I had known this transcript was also going to be a competition game, I wouldn’t have read it, because I hate spoilers. But I didn’t know that, so I read it, and it made playing the game a very strange experience — the whole thing gave me a very strong sense of déjà vu. Now, granted, the transcript isn’t an exact one. You can’t follow that transcript and hope to win the game, because the commands are not all perfectly duplicated, and there are some other differences between the two as well. However, they have a lot in common. Now, the funny thing about this is that when I initially read the Four In One transcript, my thought was “It’s a funny idea, but it would be far too difficult to actually turn into a game.” Well, I have been proved wrong.

The idea behind the game is that you’re a film director in the heyday of the Marx Brothers, and you’re directing them in their first picture for MGM. Or at least, you’re trying to direct them. Apparently, keeping all the Marxes in one room, getting along, and working productively is somewhat akin to herding cats. Consequently, you’re forced into the position of chasing after them, collecting them one by one, and forcing them to follow you around to their (and your) considerable annoyance. Even once you’ve got them all on the set and rehearsed, there’s no guarantee that one or more of them won’t go bolting off to make a phone call, hang out at the catering table, or read a book. What’s worse, you have only two hours to get a good take on a crucial scene, or you and the picture will both be canned. The transcript makes this into a hilarious situation, showing the Marx Brothers at their zaniest even when the cameras aren’t rolling. In fact, all the comedy takes place when the cameras aren’t rolling. This is the kind of thing that I didn’t think an IF game would be able to pull off, but Four In One is the living proof. It’s not as funny as the transcript, but it works, especially in places like Chico’s dressing room, where more and more people keep entering, pushing you inexorably to the back wall like the first entrant in a phone-booth-stuffing competition. Scenes like this can be irritating as well, and the game sometimes steps across the fine line between funny aggravation and just plain aggravating aggravation. However, with the exception of one internal TADS error that I found, the technical details of the writing and coding are executed superbly, and this goes a long way towards smoothing out any annoyances.

The place where the game’s technical proficiency shines the most is in its characters. Four In One is a the most character-intensive piece of IF I’ve ever played. Almost every location has one or more characters in it at all times, and these characters are as fully implemented as they need to be. The gaffer, for example, is not terribly talkative — ask him about the movie and he’ll say “A job’s a job,” but ask him about the lights and he has an opinion, as he should. Every character has responses about the things they should know about, though if you spend much time in conversations with them you will run afoul of the game’s time limit. The Marx Brothers can tell you about each other, the movie, MGM (Groucho says, “MGM stands for ‘more godless movies.'”), and anything else they ought to know about. Four In One does an outstanding job juggling all these characters, giving them just the appropriate depth of implementation so that the game really rewards replay. After I had solved the game, I went back and just chatted with the various characters, and was delighted with the extent to which they are implemented. The author’s research is quite apparent in these moments, and it makes a big difference. Four In One taught me things about the Marx Brothers that I had never known before, and made me want to go out and rent A Night at the Opera again. That’s entertainment.

Rating: 8.7

About my 1998 IF Competition reviews

When the 1998 Interactive Fiction Competition came around, the indie IF scene in rec.*.int-fiction was well-established, and me in it. By that time, I’d written a game, written lots of reviews, and become a regular in newsgroup conversations. The groups themselves had established clear dynamics, with authorities, troublemakers, helpers, jesters, you name it. The community even pulled together a massive April Fool’s joke called Textfire, a fake IF sampler from a fake IF company. Comp98, though, brought us all up to a new level.

It kind of blows my mind to reread my reviews from that year, knowing the future as I do now. I’d love to tell my 1998 self that decades on, I’d hike in the Grand Canyon with one of the authors, see the sights of Austin with another, collaborate on a game with a third (for a company created by a fourth), and so on. I have relationships with some of these folks going way back to those formative days, thanks especially to the IFMud, founded the year prior. One Comp98 author even became a professional game designer, scooping up a bunch of BAFTA awards a few years ago.

The competition itself had by this time evolved its own set of tropes. Rybread Celsius was one of these, a surprisingly beloved figure with a cult following I never quite grasped. Another was the prevalence of Inform, followed closely by TADS, alongside the “first attempt” and homebrew games that appeared in every comp. The competition itself had become an institution by this point, inspiring lots of mini-comps throughout the year — Chicken-comp, the IF Fan Fest, etc — and these in turn fed into the main competition.

My own reviewing style reached maturity this year, settling into the format I kept for the rest of my comp reviews: basically three paragraphs and a score. Sometimes more, if the mood struck, but my comp reviews had evolved from basically filling out a form to writing a little mini-essay about each game. I more or less took my Comp97 review format, got rid of all the bold headings, and massaged those categories (plot, puzzles, prose, technical writing/coding) into the rest of the review. The artificiality of the headings still sticks around to some extent — sometimes I can see myself going out of my way to cover each base — but my voice was getting more natural the more I wrote.

I also evolved in my approach to spoilers. Where tons of my Comp97 reviews had spoilers in them, always flagged with big capital letters, I managed to mostly avoid them in the Comp98 reviews. There are a couple of exceptions, where a point I was making really demanded a concrete and accurate example, but more often I’d file the serial numbers off the game’s specifics so that I could provide an example that fulfilled the spirit of my point without giving away any of the goods.

Finally, I worked to keep in the front of my consciousness the fact that this is an all-volunteer endeavor, done by enthusiasts who should be rewarded for their enthusiasm wherever possible. I tried to find something to appreciate even in games I really hated, or at least offer some constructive criticism for how the next one could be better. It didn’t stop the occasional flame, but that was reserved for when I felt like a game really should have known better.

I originally posted my reviews for the 1998 IF Competition games on November 16, 1998.