Wishbringer [Infocom >RESTART]

IFDB page: Wishbringer
[This review contains many major spoilers for Wishbringer, medium-level spoilers for Beyond Zork, and some details that might technically be considered spoilers for Trinity and other Zork games. Also, I wrote an introduction to these Infocom >RESTART reviews, for those who want some context.]

Brian Moriarty is responsible for only three Infocom games, but what a trio it is. There’s Trinity, often hailed as the best game in the entire catalog, and pretty much always in the consensus conversation about the cream of Infocom’s crop. There’s Beyond Zork, which in many ways is a hot mess but which was also one of the most ambitious Infocom titles ever, in the ways it attempted to improve the text adventure interface and marry the IF tradition to the emerging CRPG. Then there’s Wishbringer, Moriarty’s debut and a charming work of quasi-Zorkian lore that mostly succeeds in its attempt to provide a friendly doorway into the world of interactive fiction.

>CONNECT THE GAMES

What I didn’t realize, at least not until playing Beyond Zork and Wishbringer in close proximity, is how many threads tie them together. It first occurred to me when we encountered the umbrella. You know the one — its handle is carved like a parrot’s head, I assume in homage to the one in P.L. Travers’ Mary Poppins. Trinity gets cred for the way it references Travers, J.M. Barrie, Lewis Carroll, and others, but this particular Travers reference predates Trinity by a year. I saw it in Wishbringer and thought, “Is this umbrella in every Moriarty Infocom game?” Yep, sure is.

That’s nothing, though, compared to the ties between Wishbringer and Beyond Zork. Look at this:

  • A Magick Shoppe where “a concealed bell tinkles merrily.”
  • For that matter, funky spellings like “magick” and “shoppe”
  • Hellhounds and eldritch vapors
  • A lighthouse
  • A cat that you can pick up, but which squirms out of your arms in a few turns
  • Anthropomorphic platypi belonging to royal courts
  • A whistle connected with transportation
  • Connections from the fairy tale in the Wishbringer documentation — fields of Frotzen, a coconut of Quendor, hungry Implementors
  • A horseshoe for luck
  • Chocolate in your inventory

Dante and I played these games out of order, but having played through Wishbringer it became clear how much Beyond Zork was in part a project to solidify the connections between Moriarty’s first game and the Zork universe. That said, Wishbringer is clearly a Zork game even without those connections forward. For one thing, it’s got the grues. By this point Dante and I had dressed up like a grue, repelled grues, even become a grue. Wishbringer let us comfort a baby grue and get milk out of a grue fridge — a fittingly adorable grue variation for this beginner’s game.

Even more on-the-nose was the “shimmering trail” to a location called “West of House”, complete with mailbox and leaflet. In keeping with the game’s less-austere tone, this mailbox pops out of the ground and follows you around, like a mute echo of Planetfall‘s Floyd. The game’s messaging is a little muddled around this Zorky callback, though. When we first walk the path, we get a “shock of recognition” upon arriving West of House — seemingly we’ve been here before, and perhaps this mail clerk is even the Zork adventurer somehow? When we leave, though, it says:

As the house disappears into the distance, you get the distinct feeling that, someday, you will pass this way again.

Which is it, Wishbringer? Were we there before or will we be again? I guess, given the number of games that have quoted that location, both could be true. In fact, Zork Zero, both a future and a past game depending on your perspective, even had its share of ties to Wishbringer — an ever-burning candle, some granola mines, and even the trick of transforming a landscape, at least in its prologue.

>EXPLORE LANDSCAPE. G.

That transforming landscape trick is one of the best things Wishbringer does. Experiencing a landscape, then re-experiencing it after a fundamental change, is a powerful technique in IF, and a fantastic way to create emotional resonances for the player and the character. Steve Meretzky would later take this approach to its apotheosis in A Mind Forever Voyaging, but Moriarty lays wonderful groundwork here.

The cover of Infocom's grey box for Wishbringer. Two hands are cupped around a bright purple light. Text above reads"Through strange, savage zones your way will be shown by the magical stone called WISHBRINGER".

Cleverly, the game’s design forces us to cross Festeron before it transforms, so that we can’t avoid seeing a variety of different locations that will then take on a different cast in Witchville. I wonder, though, if the time limit in the early game serves this design very well. With Mr. Crisp and the game itself urging us to hurry hurry hurry, we’re led to not only take the most direct path, but to rush through locations without noticing their features.

I think I’d rather the game had made the Magick Shoppe a little harder to find, so that we must traverse and pay close attention to more of Festeron, and therefore feel the creepiness of its change all the more strongly. In addition, sometimes a message in Witchville will clearly reference a change from Festeron, but if the player hasn’t visited that location prior to the switch, that message pretty much goes to waste. An example is the broken speaker in the church when you pick up the candle.

I shockingly failed to mention in my Spellbreaker review that it was the very first Infocom game that Dante and I played in this entire project that didn’t force us to restart. Hooray for Lebling and his excellent design, breaking away from one of the most tedious IF traditions! I mention this because Dante and I voluntarily restarted Wishbringer due to the time limit discussed above. It wasn’t that the game became unwinnable without this restart, but that we wanted to experience more of Festeron so that we could better appreciate Witchville.

We volunteered for something else, too. Wishbringer, as I said, is a game for newcomers to interactive fiction, and therefore tries not to be too forbidding in its puzzles. Consequently, many of the game’s puzzles can be solved either the old-fashioned way, or alternately via the magic(k) wishes of the title stone. Dante and I, playing our ninth Zorky game, felt like experts at this point, so we set out to solve the game without using any wishes at all.

It’s a sign of Wishbringer‘s craft that this path felt challenging but not daunting. We were able to complete the game in nine sessions, ranging from 30 to 90 minutes each, and the one time we got really stuck it was our own fault, because we’d failed to take a pretty obvious action. (For the record, we didn’t read the love note once it was out of its envelope.) Once we got over that hurdle, it was pretty smooth sailing to the endgame.

>WISH FOR MULTIPLE SOLUTIONS

I don’t have the greatest sense of how various tropes and techniques developed in 1980s interactive fiction outside of Infocom — for that you’d have to turn to Aaron Reed or Jimmy Maher. But at least within the Infocom canon, Wishbringer was the first to thoroughly integrate a sensibility of multiple puzzle solutions. Sure, these date back as far as Zork I, though that game’s version of “multiple solutions” generally involved one that made sense and one that was a cutesy (or nonsensical) magic word. Its commitment to multiple solutions was as haphazard as the rest of its aesthetic.

Wishbringer, on the other hand, puts multiple solutions at the core of its design, and the result is a world that not only feels more welcoming to beginners but also feels richer and more real. After all, we don’t have wish-granting stones in our world, but we generally do have multiple approaches available when confronted with a problem, so when a game world offers multiple paths through the same barrier, it’s easier to believe in that world, even when some of the paths are magical. Let’s not forget — some of the problems are magical too!

Even better, just as the protagonist has multiple ways of solving problems, so too do the antagonists have multiple ways of causing problems. Wishbringer is the rare mid-80’s game in which enemies learn from their mistakes. Find a hole that lets you out of the prison cell? Well the next time you get thrown into that cell, that hole has been patched with concrete. Escape again? Nevermind — they’ll just throw you into the ocean.

The opening screen of Wishbringer, including a prompt preceded with "Okay, what do you want to do now?"

Playing a beginner’s game as experts, it was hard for Dante and I to judge just how easily an IF newbie would accustom to it, but we could certainly see that Wishbringer was doing its best to be welcoming. Even beyond the multiple puzzle solutions, there’s friendly text like “Okay, what do you want to do now?” before the first few prompts, gradually tapering off so that it doesn’t become tedious. There’s also this friendly death message:

Looks like the story’s over. But don’t despair! Interactive fiction lets you learn from your mistakes.

We looked at each other after our first time seeing this message, and agreed with a smile that for accuracy’s sake, “lets you” should probably be replaced with “often forces you to”.

Even so, we found Wishbringer a charming experience, and a very pleasant end to our journey through Infocom’s Zork titles. As cat lovers, we especially appreciated that the point of the story is to rescue a cat, and in an even more satisfying way than Beyond Zork had allowed. With nine games down, we had only one remaining in our list, and it would be a new experience for both of us, given that I’d never played it to completion. Moonmist awaits!

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

About my 2004 IF Competition Reviews

2004 was a year of endings for me, in terms of my IF hobby. First, to my great relief, I was able to complete the final game in my Earth and Sky trilogy, and what would turn out to be my final competition entry. To my great amazement, that game ended up winning the 2004 competition, which was a fantastic way to go out.

In addition, 2004 was the final year where I attempted to review all the comp games, or at least all the comp games that weren’t written by known newsgroup trolls. There were a few different reasons for this, as I explained in a “postscript” post on rec.games.int-fiction. Those included some amount of burnout on my part, and my growing sense of guilt about the part I played in making the competition such a black hole at the center of the IF community’s galaxy. I alluded much more blithely to what was really the central fact behind it all: my life was changing. In November of 2004, I knew that my wife was pregnant, and that our child was expected in June of 2005. Reasonably, I didn’t see myself devoting 6 weeks in November of that year to hardcore IF playing and reviewing.

I don’t think I realized at the time just how much being a parent would completely consume my time and energy. I certainly didn’t realize at the time that I would also be starting a new job immediately after Dante was born. When I wrote that postscript, I expected that I’d still be playing and reviewing longer games even after leaving the comp crunch. Well, some of that happened, but for the most part, not so much. Dante’s birth marked my exit, more or less, from the IF community. I handed off SPAG to new editor Jimmy Maher, more or less withdrew from the newsgroups, and pretty much checked out of IF, at least until the 2010 PAX East convention where Jason Scott screened an early cut of Get Lamp.

Even after that, right up to now, my involvement has been sporadic. I don’t expect that to change anytime soon, though populating this blog has been a wonderful way to revisit those IF-heavy years of my life, and to spur me towards more reviewing ideas, such as the Infocom >RESTART project. More about that, and the future of the blog, after this last batch of comp reviews.

Comp04 was a great one to go out on, and not just because I won. There were some games I really loved, including the time-travel mindbender All Things Devours, the sci-fi drama Trading Punches, and my favorite of the year, a trippy psychological journey called Blue Chairs, whose protagonist happens to be named… Dante. Blue Chairs, incidentally, was written by Chris Klimas, who would go on to create Twine and therefore have the biggest impact on the competition since Whizzard himself.

That’s all in the future, at least the future of the guy who published these reviews on November 16, 2004 — one last big comp hurrah.

About the Infocom >RESTART Reviews

>INVENTORY started as a pandemic project. I’d known for a long time that I wanted to get my many comp reviews, and various others, off of my student website, but it wasn’t until the spring of 2020 that I found myself with the time and motivation to get this site started. My son Dante was 14 at the time, and all these new reviews, brought into the light, piqued his interest.

So he started reading, and learning about the 1990s IF cast of characters — Graham, Zarf, Rybread, and so forth. He also learned about IF history as it stood up to that point, and in particular how Infocom loomed large for all of us at that time. We’d talked about Infocom before — in fact, when he was five we played Zork together for about 45 minutes, resulting in much cuteness.

Meanwhile, revisiting those old reviews started to give me a hankering to spend some time in the Infocom worlds again. So I decided to replay some Infocom games, and Dante decided he’d like to join in. Because we (and a whole lot of IF-ers) started with Zork, I thought that’s where we could restart. I listed out what I think of as the 9 Zorkian Infocom games:

  • Zork I
  • Zork II
  • Zork III
  • Beyond Zork
  • Zork Zero
  • Enchanter
  • Sorcerer
  • Spellbreaker
  • Wishbringer

Then, to make it a nice even list of 10 games, I added Moonmist, more or less at random. It was a game I’d never finished, it seemed like it was going to be on the easier side, and it had a little historical significance, apparently, for being one of the first games featuring a lesbian character. Dante is an LGBTQ+ activist, so I liked that connection, though as it turns out the depiction is very slight indeed.

Even before I embarked on this replay project, Dante had been exploring newer corners of the IF world — Lock & Key, Counterfeit Monkey, Steph Cherrywell’s games, and some others. So he was familiar with the basic idiom and mechanisms of these games. Essentially, he was right about where I was at his age in 1984, except that his primary text game experiences had been with 21st-century interactive fiction. Plus, he’d been playing video games of all sorts pretty much since he could talk, as opposed to me whose only other video gaming came at the pizza parlor, skating rink, or occasional arcade. Oh, and those friends’ houses lucky enough to contain an Atari 2600.

A vintage Infocom advertisement, with an image of a brain and the caption "We unleash teh world's most powerful graphics technology".

So our Infocom odyssey was a combination of me revisiting childhood memories, with dim recollections of puzzles and landscapes, and him seeing these vintage games through fresh eyes, his expectations shaped by a far more evolved version of text games and computer games in general. I’m still the faster typist between us, so I sat at the keyboard and read aloud, while he directed the action. We transcripted all our interactions, so that I could remember how they went when I wrote the reviews. We also used the invaluable Trizbort to map our progress, generally starting out with the automapping and then inevitably abandonding that when some mazy thing confused its relatively simple algorithm.

If I remembered a puzzle’s solution, I’d try to keep my trap shut and give him the pleasure of solving it for himself, though sometimes if we crossed the line between fun flailing and ragequit flailing, I might drop a subtle hint. More often than not, I didn’t remember the puzzle either, so we could genuinely collaborate on solving it. When we got really stymied we’d turn to the invaluable .z5 Invisiclues at the Infocom Documentation Project, but that wasn’t terribly often.

So as I write about these games, I’m writing about that experience. I’m not trying to write the definitive history of an Infocom game — for my money Jimmy Maher has got that territory 100% nailed down. Instead, I’m presenting an idiosyncratic and personal account of how Dante and I experienced those games — how I felt upon returning to those oft-trod trails and how Dante’s insights illuminated them for me like a trusty brass lantern.

We started Zork I on August 5, 2020, and finished Moonmist on December 20. Given sufficient time and interest, there may be more to come! Note that all of these reviews will be spoiler-laden — they aren’t written to promote a game but rather to analyze an experience, so I won’t shy away from getting specific.