Order by John Evans [Comp04]

IFDB page: Order
Final placement: 24th place (of 36) in the 2004 Interactive Fiction Competition

At this point, I feel like I could really save myself a lot of time and energy by just writing up a template for reviews of John Evans games. The basic gist of the template would be “This game has some cool ideas and a lot of potential, but it’s not really finished and it seems untested, so it sucks.” Then I could just fill in the blanks with some specifics about the game, and be done. Evans has submitted games to the last five IF competitions, and they’ve all fit this mold, so why shouldn’t I just keep writing the same review over and over again? I kinda have to.

I mean, I guess they’re improving. The first couple (Castle Amnos and Elements) were way too big for the competition, and that problem got corrected. Unfortunately, it got corrected by switching to total unfinishability due to scores of heinous bugs. I gave a rating of 1.0 to Evans’ last couple of games because they were just totally incomplete. Order isn’t as bad as that. It’s the right size for the comp, and it is finishable. But it is still not finished. See, if you’ve got a command called BUGS that lists out the bugs in the game, your game’s not finished. Actually, one of the funnier parts of Order is that even the BUGS list is buggy, as some of the things listed actually do work (though plenty don’t.) Also, if a crucial puzzle in your game rests on a piece of scenery that you don’t mention anywhere, your game’s not finished. A tester would catch that. That’s, y’know, what testers are for. Use them.

Actually, beta-testing seems particularly critical for a game like Order, because the game revolves around coming up with actions quite spontaneously, and the better sample you have of what actions people are going to come up with, the better you’ll be able to implement them. (Here’s where I start filling in the “cool ideas” part of the template.) I love the basic concept of this game — you’re some kind of magical spirit, and you’ve been set a series of tasks by your summoner. So far, still pretty bland, and strongly reminiscent of J.D. Berry’s The Djinni Chronicles. But the nifty twist that Order puts on things is that you have a CREATE verb at your disposal, and you must use it to solve every puzzle.

So, for instance, you find yourself faced with a locked door, and must CREATE a key. Done right, this could be an amazingly powerful device, giving the game a feeling of almost limitless possibility. And indeed, there are times when Order feels like that. Of course, there are way more times that it’s disappointing, and not just because I was trying crazy commands like CREATE PHASER and CREATE WETSUIT. Lots of much more reasonable attempts aren’t implemented, and I can’t help but think that some beta-testing would have greatly improved the game’s range of options. Still, there are multiple solutions to each puzzle available from creating various objects, and that aspect of the game is really fun. Too bad the other parts are such a drag.

Oh, there is one more good part — the hint system. These hints are nicely implemented, InvisiClues style, and it’s a good thing too, because nobody is finishing this game without the hints. As I alluded earlier, there’s a critical puzzle in the game’s midsection that is simply not solvable without hints, because its main components aren’t mentioned anywhere. Remember Bio, from Comp03, the game that starts out with gas seeping into your room and you have to get a gas mask out of an armoire, except the only place that says anything about an armoire is the walkthrough? Pretty tough puzzle, right? Well, Order takes inspiration from it with a puzzle where you must perform an action on an orb encased in a steeple. Problem is, nowhere in any room or object description are the orb and steeple mentioned. There is a dome mentioned, but like many of the scenery objects in room descriptions, it’s not implemented. Actually, even for some of the objects that are implemented, the descriptions aren’t exactly superb:

>i
You are carrying a set of white robes (being worn).

>x robes
A set of white robes.

Ooo, spellbinding. So okay, I’ve almost got my template ready. The only thing left is to figure out how to wind it up. I’m leaning towards a plea for the future: please help your cool ideas reach their fullest potential by finishing and testing your games! Please! I may have to edit that part out though, as its refusal becomes more and more certain.

Rating: 4.9

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

About my 2003 IF Competition Reviews

For me as an author, 2003 was a frustrating year. I had entered part 1 of a trilogy into the 2001 competition, and (amazingly) won the 2002 competition with part 2. I had every intention of completing the set with a 2003 entry, and in fact even publicly announced that I would do so. By June, though, it was very clear that I wouldn’t make it. There were a few different reasons for this, from accelerated real-life demands to a ballooning project scope caused by more ambitious design goals, but nevertheless it was a very disappointing outcome to me. I had really wanted that unbroken run.

For me as a critic, 2003 had different frustrations. The IF Competition had become a massive center of gravity in the community, which meant that it sucked up all the energy and feedback, certainly for the few months it took place, and pretty much overall for the year as well. The perfect emblem of this dysfunction, to my mind, is the 2003 comp entry Risorgimento Represso, by Michael Coyne.

RR is a fantastic game — sumptuously implemented, brilliantly designed, beautifully written. It is also a full-length game. There’s no way anybody finishes it in 2 hours, at least not outside of just charging through the walkthrough. So I played it, and loved what I saw of it, but did so in the context of six weeks where I’m trying to play and review 29 games, and cut each one off after two hours. As it became clear that RR was much bigger, I turned to hints so that I could see more of the game. I would have enjoyed it more without doing so, but it was a choice between more enjoyment or more exposure, and I wanted to be able to review the game with as broad a perspective as possible. So I sacrificed enjoying a work that its author had surely labored over creating.

I hate being placed in this position, so in my review I let the game have it with both barrels, estimating that I’d seen a third of it, so only giving it a third of the score it deserved. As it turned out, RR placed second, and in my capacity as SPAG editor I routinely interviewed the top three placing authors from the comp. I was a little abashed at doing so with Michael, having lambasted his game for its length, so I went straight at the topic in my interview:

SPAG: Okay, let’s get it out of the way. Though Risorgimento Represso got excellent reviews, one frequent complaint was that it is too long a game for the competition. Since I was probably one of the loudest complainers on that point, it’s only fair you should get to air your side here. How do you respond to the criticism that your game was too large for the comp?

MC: By placing 2nd. : )

Well, really, it boils down to a question of timing and exposure (no, I’m not talking about photography, bear with me).

My game was largely completed in June, and went through beta-testing up to the end of August. At that point, I had a fairly polished, large-scale game. I could have released it publicly, where it would have been largely ignored, for a number of reasons. First-time author, Comp03 looming, and so on. The competition and the subsequent fall-out really chews up the last 4 months of the IF Calendar, and releasing a game outside the competition during that period just didn’t seem reasonable.

So there you have it. The competition pulls in games that don’t belong in it, because if you release those games outside the competition, even a month or two beforehand, you may as well not release them at all. I found this a deeply discouraging place to be. I tried to do my part in counteracting it — encouraging SPAG reviews of non-comp games, and even releasing a full-length non-comp game myself — but the immensity of the comp had gathered a momentum all its own. My banging against it affected me more than it affected the situation, I suspect.

However, while the downside of the comp’s centrality was that it gathered everything to it, the upside was that it gathered so many good things to it. The 2003 games had some fantastic experiences among them, even besides Risorgimento Represso. The winning game, Slouching Towards Bedlam, was stupendous, and made me a little bit relieved I hadn’t managed to finish part 3 of Earth and Sky for that year’s comp. Other highlights included The Recruit, Scavenger, and Episode In The Life of an Artist.

I also benefited from my history with the comp, as I got to enjoy the return of many a previous entrant. Mikko Vuorinen was back with another goofily incongruous exercise in icon-subversion, Mike Sousa brought a bunch of veteran authors into a group-writing exercise, and Stefan Blixt and John Evans returned with more half-baked entries in the line of their previous ones. Well, those last two weren’t so much fun, but best of all was the reappearance of Daniel Ravipinto, whose last game was in 1996 and who excelled once again. He brought with him a wonderful co-author named Star Foster, whose horribly untimely death in 2006 is one of the saddest stories in amateur IF.

I posted my reviews of the 2003 IF Competition games on November 16, 2003.

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

Elements by John Evans [Comp01]

IFDB page: Elements
Final placement: 26th place (of 51) in the 2001 Interactive Fiction Competition

Elements is another pure puzzle game, and now that I’m recognizing this subgenre of IF (see my review of Colours), I’m starting to come to a stronger understanding of just what that genre requires. For instance, a pure puzzle game must be constructed with only the most minimal attempt at a story, if any at all. Elements certainly fills the bill here, even mocking the idea of narrative by setting up a false one in the introduction, then immediately snatching it away. The pure puzzle game must also key many of its puzzles and landscape ingredients off a particular theme, and Elements fulfills this one as well, making its theme, predictably enough, the elements. Apparently, naming your game after its puzzle theme is another requirement, though perhaps that one’s optional. On these aspects, Elements is strong, but alas, although they are defining aspects of the genre, they aren’t the most important parts of a pure puzzle game.

More important than plotlessness and theme, for example, is solid implementation. In a story-heavy game, a few bugs don’t derail things as long as they don’t impinge on the plot. In a puzzle game, however, the player is relying on the game to provide a fair, unambiguous, and bug-free setup within which to work, and without this, even the best puzzles lose their charm almost immediately. On this count, Elements is laden with problems.

Despite the help text’s exhortation to “examine the scenery”, a great many scenery objects are completely unimplemented in this game, including some that good sense would indicate ought to at least have a description. For instance, there are carvings on the wall in one room — unimplemented. There are holes in the wall of another room — unimplemented. In a pure puzzle game, these things are just distractions.

More serious problems lurk here, too. There’s a room with no description at all. There’s a room whose description is flat-out wrong, gives away the solution to a puzzle, and makes that solution seem impossible, all at once. There are severe guess-the-verb issues in lots of places. Even the pointless inventory limit is one more needless frustration among many. A pure puzzle game with implementation failures like these is like a crossword puzzle whose black squares are misplaced in the grid.

So good implementation is a must, but a pure puzzle game could probably get by with a few minor bugs, so long as they don’t ruin the puzzles the way the bugs in Elements do. I would argue that the most important piece, the one overriding quality that a pure puzzle game must have in order to succeed, is good puzzle design. Sadly, Elements lacks this crucial factor as well. I suppose it’s just barely possible that someone might struggle through this game without recourse to hints, but I doubt such a person exists. They would need to be the sort who retains faith in a game despite very buggy implementation, and whose authorial telepathy is exceedingly strong. And even they certainly wouldn’t solve it in two hours.

I found that when I finally looked at the hints in bewilderment, my reaction was: “How in the hell was I supposed to guess that?” The game routinely demands highly unlikely actions without providing enough cueing towards those actions. For instance, certain objects in the game possess uncanny powers, though only in very specific contexts. No clue is given as to what these contexts are, and the rest of the time the objects are useless, except as treasure. In addition, there are instances where the most obvious solution is not only unimplemented, its lack of availability isn’t even given a perfunctory explanation. In one of the most egregious moments, putting one thing on another is a solution to a problem, despite the fact that the latter object’s default message remains “Putting things on the <object> would achieve nothing.”

Players cry foul at moments like this, and they are right. Oh, did I mention the game’s way too big for the competition? The game’s way too big for the competition. Just one more problem element to be found in Elements.

Rating: 3.6

Castle Amnos: The First Legend by John Evans [Comp00]

IFDB page: Castle Amnos
Final placement: 30th place (of 53) in the 2000 Interactive Fiction Competition

Today is November 7th. It’s 11:30pm, Colorado time. I’m writing this review on my creaky but trusty 386 laptop, the television on in front of me (muted) so that I can continue to keep tabs on the US presidential election, which is still in a dead heat after seesawing all night long. It was, to say the least, a bad day to play Castle Amnos. Not that I didn’t have the time — I played my first hour over my lunch break at work, then did another hour after the commute home, dinner, watching election returns, and being at least somewhat present in my marriage (oh yeah, that). Then a quick shower to clear my head, and I’m ready to review.

With most comp games, this time investment would have been sufficient. Not with this one, though. For one thing, Castle Amnos is big. I didn’t expect this, since the game file size is 122K, but that’ll teach me to rely on file sizes — turns out you can squeeze in quite a few rooms, objects, and puzzles when you implement hardly any first-level nouns, code minimal responses for reasonable object actions, and only give your NPCs the bare minimum necessary for them to participate in their puzzles. Consequently, even when I reached the end of my two hours, I had no sense of closure at all — I doubt I’d even seen a third of the game.

What’s more, there are several mazelike sections in the game, and a few others where the geography is quite non-intuitive. I had made maps of these during my first-hour session, but I forgot and left them at work, and I’d be damned if I was going to draw them again. I have a pretty good memory for IF geography, so this didn’t cripple me in my second hour, but it did slow me down. I wonder how many comp judges’ experience is like mine: fragmented, squeezed in at the edges of our lives. I wonder how many others felt frustrated at playing a game that clearly didn’t fit into those small spaces we can create for it.

This is my 42nd game of this comp, and usually by this point I’m ready to name a trend for the year. Last year it was non-interactive games. The year before that, one-room games. This year, though there are some rather surprising similarities — two games prominently featuring peyote (?), several pointless joke games, far too many starvation puzzles — I’m not sure I can put my finger on one overall trend among the games for the entire comp, except that their index of quality has tended to be higher. I have, however, noticed a personal trend: I’m getting more and more impatient with games that, in my opinion, don’t belong in the IF competition.

Mostly, these are games that are so large, it’s really unlikely that most players will see anything like a majority of the game in two hours’ playing time. It’s discouraging to make a sincere effort to play a huge number of games in a six-week timespan, only to discover that several of those games simply cannot be played to any satisfactory conclusion in the two hours allotted. It makes me want to just avoid playing anything over a certain file size, but even that strategy would fail: My Angel is almost twice the size of this game, but it’s easily finishable in two hours. Amnos, on the other hand, is anything but.

I’m not sure what the solution is, but I will say this: Authors, I implore you. Please think carefully about whether your game can be played in two hours. If, realistically, it cannot, I urge you not to enter it in the competition. I know about the feedback problem — people are working on it. In the meantime, isn’t it better to have your game played all the way through by 50 appreciative people than to have its first 25% played, then the whole thing dropped, by 200 people who are terribly pressed for time?

Okay, I realize that I’ve gotten on my comp soapbox and delivered very little useful feedback about the game itself. To remedy that: Castle Amnos appears to have some very interesting ideas at its core. I found sections, and resonances, that intrigued me a lot. I obviously wasn’t able to get far enough in the game to get any sort of resolution on what had been set up, so I don’t know if the payoff fulfills the promise of that setup, but if it does, I think it’ll be an interesting game.

It is, however, hampered by several problematic design decisions which are a bit of a throwback to the earlier days of IF. There’s a more or less pointless inventory limit, which forces you to keep all your objects in one central location and trundle back and forth between it and whatever puzzle you happen to be working on. There is a room somewhat reminiscent of the Round Room in Zork II, only about twice as aggravating because you have to perform an action before the randomizer will run again each time, and it opens on fewer options, making repetition more necessary. It appears to be somewhat circumnavigable, but only somewhat. Then again, who knows whether there isn’t some later section of the game that makes that room behave in a deterministic fashion? Certainly not me.

In addition to these problems, there are (as I mentioned earlier) several mazelike sections of the game. To me, that kind of thing is just no fun. Mileage, I’m sure, varies. All this is not to say that it’s a bad game. It is implemented minimally, but competently. I don’t think I found any major bugs, though the game’s fascination with non-standard geography and randomness sometimes made it difficult to tell what was a bug and what wasn’t. The prose, like the code, is sparse but error-free. Perhaps, if I was able to play it all the way through, I’d even think that Amnos is a really good game, or at least a draft of something on the way to becoming a really good game. With what I was able to see, though, all I was able to tell was that its entry as a competition game impaired my ability to enjoy it.

Rating: 5.7