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

The Recruit by Mike Sousa [Comp03]

IFDB page: The Recruit
Final placement: 7th place (of 30) in the 2003 Interactive Fiction Competition

Some games just feel like they come from deep inside the IF community. Take The Recruit, for instance: how many comp games not only include words of mine, but also go out of their way to compliment my work? Not many, I can tell you from sad experience, but not only does Recruit include pretty much the entire transcript from the 2002 XYZZY Awards ceremony, but when Another Earth, Another Sky is mentioned, this NPC message appears:

“I love that game,” says Fred. “I can’t wait for the third installment!”

Thanks, Mike! Er… Fred! I’m working on it! Anyway, I suppose that to avoid the illusion that sucking up to the judge gets you a good review and score, I should say here that I thought Recruit stank, but I just can’t do that. It was a fun game, if slight, whose puzzles are the star attraction. In fact, more than anything, it feels like a love letter to IF.

The premise, such as it is, is that you’ve been recruited (with the offer of a $50 reward) as a tester for “Real Life Interactive Gaming Simulacra” — in other words, IF puzzles constructed and brought to life. That puts Recruit in the unique position of being an IF game pretending to be reality pretending to be an IF game. In any case, the whole thing is more or less a hook on which to hang a series of puzzles, each of which has its theme: light source, NPC, attention to detail, and so forth.

The game is much more imaginative than this thumbnail description makes it sound. Each of the puzzles felt fresh to me, and the fact that they were explicitly molded around familiar IF concepts made their uniqueness stand out all the more. They also felt pitched at just the right level of difficulty — enough to make me think creatively, but not so hard as to send me running in circles and finally running to the hints, at least not for long. More importantly, each of the puzzles has fun with the concept it embodies, which makes the game a particular pleasure for those of us who have endured many far drearier versions of the same things. I’m not sure how well the game would work for somebody who was new to IF — it might make a fine learning tool, but I have a feeling it would feel more frustrating than educational to somebody who didn’t share its frame of reference — but for me it was a kick.

A great deal of the fun comes from the game’s writing, and I noted with admiration as I played through the game just how much Sousa’s writing has improved since his debut game Above And Beyond. [I’m about to spoil something, though I have no idea why it’s a secret to begin with.] Then I found out in the afterword that in fact, much of the writing wasn’t his, but was in fact done by collaborators like Robb Sherwin, Jon Ingold, and J.D. Berry. Why Sousa doesn’t simply acknowledge these co-authors upfront is a bit of a mystery to me — maybe he just doesn’t want players distracted by going through the game trying to figure out who wrote what.

Anyway, like every Sousa game, Recruit is coded very well, though not as exquisitely deeply as some of his past works have been. It was certainly bug-free, in any case, and quite responsive to most of the things I wanted to try. It also provides a fun list of AMUSING things to try after you’ve finished the game, which is a touch I always appreciate. After finishing The Recruit, I found myself just smiling, and thinking, “Cool!” Like several of the other games in this comp, it was IF about IF, but this time about just how much fun IF can be. It doesn’t provide much in the way of atmosphere or emotion, but it does pack the pleasures of good writing and interesting, interconnected puzzles, and that’s enough for me.

Rating: 9.3

Till Death Makes a Monk-Fish Out of Me! by Mike Sousa and Jon Ingold [Comp02]

IFDB page: Till Death Makes a Monk-Fish Out of Me
Final placement: 2nd place (of 38) in the 2002 Interactive Fiction Competition

Oh, hallelujah. All through last year’s comp, I kept waiting for a game to come along that I loved enough, and found few enough flaws in, that I could rate it 9.5 or above. It never happened. While there were some excellent games last year, none of them felt to me like they’d entered that rarefied air occupied by past games like Shade, Babel, or Delusions. This year, after going through 25 games, the same thing was happening. Until now.

Despite its somewhat unpromising title, TDMAMOOM is a fantastic game through and through. How do I love this game? Let me count the ways. Okay, first, there’s the writing. Frankly, I could spend the entire review talking just about the writing, it’s so great, so I’ll restrict myself to just a few examples picked more or less arbitrarily. There are numerous instances of excellent foreshadowing, whether of themes or puzzles — in the former case, they add great pleasure on re-reading, and in the latter case they operate as a delightfully subtle but effective hint system. The room descriptions are masterfully done, drawing from an endless well of cleverness to make the typical exit listing sound fresh and interesting. Best of all, the writing in this game is just flat-out funny, sometimes howlingly so. Just one example of many — looking at a palm scanner after you’ve switched bodies with an NPC:

>x panel
Flat black glass, a panel that uses all manner of fancy beams to read
over your palm-print and check you are who you think you are.
Unfortunately, it's not clever enough to realise you now think you
are someone that you actually aren't. Or you think you are someone
who you're not, but really are. Or something like that. Anyway, it's
a pig-ignorant machine.

I love it when an IF game makes me laugh out loud, and that happened frequently in this game.

Then there’s the coding. This coding is good. Really good. A raft of nonstandard verbs get recognized and handled. There are a variety of special commands provided, such as “R” or “REVIEW”, which repeats the room description without using any game time. Descriptions of rooms, objects and events alter themselves in various subtle and blatant ways, depending on what’s come before. Timed events, even events where a huge amount is happening at once, run smoothly along their tracks with nary a glitch. There’s a very fine adaptive hint system, quite sensitive to situation and even possessing a self-destruct capability that removes the blatant walkthrough answers after the comp period has ended. Library messages adapt seamlessly to the PC’s situation and point-of-view.

Oh, and how could I forget the special effects? TDMAMOOM takes control of the interpreter to create a beautiful Infocom/Inform-style look-and-feel; people who don’t care for the general appearance of TADS games should definitely try this one. The game even features a little bit of sound, throwing in a system beep at an appropriate time.

Working with the coding and the writing to propel this game to greatness, the story is killer, a wild thrill ride through surprises small and large. Like its predecessors Delusions and Babel, TDMAMOOM takes place in that most favored of IF locales, an isolated scientific research station. I won’t even get into the plot here, because players should experience it for themselves with as few spoilers as possible up front, except to say that it all fits together very nicely, and every time I had doubts, the game anticipated them and tied up the loose ends.

Along with all this, just a quick word about the puzzles: many of them are not only inventive but pitched at just the right level of difficulty, providing several of those wonderful “aha!” moments for me. Some of them are rather complicated, but they’re always scrupulously fair. I ended up turning to the hints so that I could see more of the game before time ran out, but I think if I’d had the time available, this game’s puzzles would have rewarded me for spending it.

So we’re talking about a pretty phenomenal game, here. In fact, almost depressingly so, given that I’m an entrant this year and TDMAMOOM is miles better than my game. It’s not perfect, mind. I found a few spelling and grammar errors, and there were times I wished for clearer descriptions of events and objects. But those flaws are minor and cosmetic, and they do nothing to change the fact that this is a damn good game. Bravo.

Rating: 9.8

About my 2001 IF Competition Reviews

In 2001, I entered the IF Competition for the first time since 1996. My entry, Earth And Sky, was inspired by the Marvel comics I’ve loved since age six, and was entered under the Marvelicious pseudonym “Lee Kirby”. The previous year, I’d written a long and very heavy non-competition game called LASH: Local Asynchronous Satellite Hookup, which was partly about the antebellum South of the U.S., and had me reading many a slave narrative for research. After that, I wanted to write something lighter and more fun, and I’d never yet played superhero IF that I found really satisfying, so I wanted to make some.

Earth And Sky was also intended as the first episode in a series of games, and I would end up entering the other two episodes into the Comp as well, but that’s a topic for a later time. The game took 8th place — oddly, the same exact ranking as my 1996 entry, Wearing The Claw. Of course, while I was writing these reviews, I didn’t know that, so as I had in 1996, I played the games partly with an eye toward checking out my competition as well as the competition.

Weirdly, this was also the first and only Comp where I didn’t review the winner, because I’d been a beta tester for it. Jon Ingold‘s excellent All Roads took the top prize that year, and I was happy to have contributed a little to it. It’s strange collecting the reviews now though, and knowing that this site won’t contain a review of the 2001 winner. (Well, not anytime soon anyway. Who knows, maybe I’ll come back around to reviewing it?) The other game I skipped was called Begegnung am Fluss, which I couldn’t play due to my total inability to read German.

I do have the ability to read English, much to the disadvantage of many 2001 games. My patience for terrible writing decreased steadily throughout the competition, and I didn’t really start with that much. At one point, I started fantasizing about getting points every time I spotted an error, which I imagined would award me a score of “524,000 points out of a possible 200, earning me the rank of Gibbering Grammarian.” The Gibbering Grammarian found himself giving lessons on things like the use of definite vs. indefinite articles, and creating a special label for what I called “NASTY FOUL IT’S/ITS ERRORS”. I was inspired by the Vile Zero Error From Hell, a particularly nasty way of crashing the Z-machine, since NFIEs tended to have the same effect on my brain and mood.

Similarly, I really turned into Mr. Cranky around implementation issues, and in particular non-standard development systems. Just as bad were the games that applied outmoded ideas to modern systems, as I’d really had it with mazes, inventory limits, and so forth. But despite my grumpiness and anxiety about my own game, I still found much to delight me in this year’s competition, and just as much to intrigue me and push my thoughts forward about the medium itself. As in 1996, I hardly minded losing to such stellar work.

One more thing: in the fall of 2001, the shadow of 9/11 loomed large. It was a bizarre time to be an American. One unfortunate game ran afoul of this circumstance by presenting a sympathetic portrayal of terrorists. Another year, I might have had a different reaction, but in October of 2001, it just didn’t work for me.

I posted my reviews for the 2001 IF Competition games on November 16, 2001.

My Angel by Jon Ingold [Comp00]

IFDB page: My Angel
Final placement: 6th place (of 53) in the 2000 Interactive Fiction Competition

Interactive Fiction is a new enough medium that at least once a year, usually more, a work appears that approaches the form in a way that has never yet been attempted. The IF competition, with its emphasis on short works, has become a haven for this kind of experimentation, and this year is no exception. The most interesting experiment I’ve come across thus far is this game, My Angel. My Angel‘s experiment is to offer the player a “NOVEL” mode, one which actually fulfills both senses of the word: not only does it more closely resemble a prose novel than does any other IF, it is also something that has never quite been seen before.

In NOVEL mode, all input and stock parser responses appear in a two-line status window above the main game text window. In the lower panel, story-related output appears in neatly formatted paragraphs. Because this format can sometimes be hard to follow (it’s difficult to tell where the last output leaves off and the new one begins), the game thoughtfully provides an ALTERNATE command, which prints every other piece of output (more or less) in bold text. I’ve sometimes thought about how IF might be done in this format, but could never quite get past certain mental stumbling blocks: the possibility of repetition, the need for stock responses, and the problem of sequiturs.

My Angel applies a number of ingenious solutions to these problems. First, it adopts the already rather oblique tone of literary fantasy — this particular prose style suffers from a dearth of sequiturs anyway, so the sudden shifts of focus brought about by a flailing player become less obvious. In addition, the game takes stock responses such as “I don’t know the word <whatever>” or “You can’t see that here” and shifts them to the status line, not allowing them to interrupt the flow of the story. It’s also, as far as I can determine, not above simply ignoring the player’s input and continuing with the story, though this doesn’t happen often, and it’s rather difficult to tell for certain when it has happened, because there’s sometimes a significant (but not complete) disconnect between the player’s input and the game’s responses. Finally, My Angel restricts the player’s choice of verbs (though not drastically) in order to reduce the combinatorial explosion of necessary text.

As for repetition, well, My Angel didn’t quite lick that one. I still encountered several instances where the game repeated the same output two or more times in a row. You wouldn’t see this kind of sequence in any but the most avant-garde literary novel, so its appearance detracted from the game’s illusion of an unfolding prose story. For the most part, however, My Angel succeeds admirably in maintaining that illusion. Its writing is mostly quite good, and the intersection between its writing and its coding sometimes verges on the brilliant, not just for NOVEL mode itself but for the way that it deftly picks up on a player’s command and weaves it into the ongoing narrative.

The narrative itself, on the other hand, is a bit confusing, or at least it was to me. Ironically, I think the story’s problem may be one of too much novelty. We are presented with an unfamiliar world, one which appears to be more or less the generic medieval pastoral setting of copious genre fantasy, but which occasionally hints at mysterious magics, the logic of which we are left to figure out. Complicating the situation is the fact that these magics are the sort that are only visible to one person, and therefore we can never be entirely certain that they aren’t simply the delusion of the viewpoint character. That character shares a very unusual relationship with another character, one which (again) isn’t clearly spelled out.

Finally, these two are embroiled in a specific plot, one which begins entirely in medias res, leaving us to piece together the backstory through flashbacks that sometimes obscure more than they reveal. Between trying to decipher the setting, the plot, the characters, the backstory, and the sometimes impenetrable prose style, I frequently found myself feeling very much at sea in the story, lacking adequate purchase in any sort of familiar concept. When the climactic moment came, it didn’t have much of an effect on me, because I never quite understood what exactly underlay the climax’s emotional thrust.

On the other hand, the parts that I did understand, I found quite evocative. There are a number of very arresting images in the game, some wonderful turns of phrase, and the central relationship is a fascinating one. Even better, there are a few lovely puzzles. These puzzles are the best kind — unique and interesting, but of a piece with the story rather than simply tacked on. NOVEL mode makes them feel even more integrated, creating as it does the appearance of an unbroken flow of text.

I encountered one or two grammatical errors while traversing the story, and the occasions when it appeared to be ignoring my input annoyed me somewhat, but overall I came away feeling impressed as hell with My Angel. It’s a daring experiment, executed with grace and care, and it provided me not only with some vivid impressions of setting and story, but with a good deal of food for thought about the possible future directions of IF.

Rating: 8.6

About my 2000 IF Competition Reviews

By 2000, the Comp had become the center of the IF community, for good and for ill. The good: artistic achievement continued to explode outward in every dimension. Comp00 delivered a bumper crop of stunners. I rated 7 (of 51) games a 9.0 or above, more 9.x scores than I’ve given any set of comp entries before or since. Those games came up with delightful variations on the Infocom themes, haunting new versions of old cliches like the one-room game, and writing that was simply fantastic. October of 2000 was an awesome time to be an interactive fiction fan, as your hard drive could suddenly fill up with one incredible experience after another.

Even the games that weren’t roaring successes were often bold experiments. This was the year of the breathtaking attempt, like Ad Verbum‘s astonishing linguistic gymnastics, Being Andrew Plotkin‘s POV shenanigans, or, gods help us, a full text adventure recreation of, and expansion on, Return To Zork. There was comedy (very hard to do well in IF), there was dada, there was brilliant subversion. There was even a game that tried to reverse the roles of the player and the writer! This year also saw the first comp entries by future winners (and all-around rock stars) Emily Short and Jon Ingold.

Basically, because the IF Comp had acquired a reputation for producing excellent games, it garnered a lot of attention, and because it garnered a lot of attention, people kept funneling their best work toward it. This attention economy had a dark side, though, which is that people also began to exploit the focus and feedback that the Comp generated. We’d seen some of this before, but the trend really accelerated in 2000, as people threw in “games” that were really more like pamphlets, or protests, or proselytization.

Combine with this the fact that there were no less than fifty-three games entered, to be judged over a six-week period. I reviewed 51 of those games, skipping over Happy Ever After and Infil-Traitor, which had known bugs required recompilation before the games were viable.

Consequently, my patience strained and then snapped when I was presented with games that weren’t really games at all, but rather (as I viewed them) abuses of my time, purchased with the general good will of the IF Competition’s overall reputation. In addition, I had (and have) zero time for obnoxious snipes at development systems or community members, disguised as comedy. Homebrewed games continued to bedevil me, and there was a new development system on the scene (ADRIFT) whose UI was cool, but whose parser was not up to snuff. And oy, do I ever want people to learn the difference between its and it’s.

Deadline misery was entirely self-created, though. Looking back, I’m rather astonished that I played 51 games and wrote 51 reviews in the course of six weeks. It’s easy to see why I stopped doing that once I became a parent. It’s harder to see how I ever did it at all.

I originally posted my reviews for the 2000 IF Competition games on November 16, 2000.