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

Attack of the Yeti Robot Zombies by Øyvind Thorsby [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2007.]

IFDB Page: Attack of the Yeti Robot Zombies

Attack Of The Yeti Robot Zombies announces two facts right upfront. First, it is a “try-to-win-on-the-first-attempt game”, which means that while SAVE, RESTORE, and UNDO have not been disabled, players are honor-bound not to use them. Secondly, the game tells us that “Examine, look at, look inside, look under, look behind, look and search have not been implemented.” I was surprised to discover that the latter aspect threw me off much more than the former one did. It turns out that examining things is so ingrained into my IF approach that having that feature disabled made me feel like an amputee. Frequently, I would try to examine an item before being reminded: no, that limb is missing. Taken together, what these features present us with a game in which the crossword has decisively defeated the narrative, to use Graham Nelson’s terms.

AOTYRZ presents a world, but it’s only scraps of clothing over otherwise bare puzzles. The title monsters are a perfect example of this. What on earth could a “Yeti Robot Zombie” be? A cybernetic duplicate of an Abominable Snowman who was killed and then revived to be even more mindless than it was before? Is there any universe in which that makes sense? Aren’t “robot” and “zombie” mutually exclusive categories, since something that was never alive can’t be killed and brought back to life? The game doesn’t know, and it doesn’t care. It might as well be called “Attack Of The Generic Monster Placeholders,” because that’s all that the YRZs are. If you don’t believe me, just try examining one.

So, given that this is a puzzle game whose story is sputtering and gasping for breath, how are the puzzles? Mixed, I’m afraid. I took the “win-on-the-first-attempt” rule rather seriously, and ended up feeling quite disappointed at the number of times I had to learn the game’s mechanics by dying. Now, in its defense, AOTYRZ does go some reasonable distance towards making the game winnable on the first try. Similar to Wishbringer (though quite a bit cruder), it gives the player a resource which can be used as an alternative solution for all the puzzles. This resource can only be used a limited number of times — fewer than the number of puzzles — which means that some of the puzzles must be solved in order to win on the first attempt. That’s not too bad though, because some of the puzzles are pretty easy.

However, unlike Wishbringer, it is impossible to win the game (near as I can tell, anyway) without using that resource a couple of times. There’s no way to know this fact in advance without some outside information, which throws a serious obstacle into the path of anybody trying to win on the first attempt. The game chided me every time I used the resource rather than finding the cleverer solution, and after a couple of rounds of this, I felt the message was clear: there will always be a better solution available, so I should always figure it out and use it. Then, a few puzzles later, the game hit me with a situation for which there was no better solution. Even worse, this situation was so thinly implemented that it almost seemed to be a bug rather than a change-up. It was there that my first attempt at AOTYRZ ended in ignominious death.

From that point forward, since I had to restore, I tried some alternative solutions, and found that while some were rather nifty and scrupulously fair, others were impossible to use without either knowledge from a prior life or some pretty lucky guesses. Also, a note to game designers: if something is chasing me, and you block my path with something I can move, please allow me to use that something to block the door behind me. Thank you.

Once it wasn’t my first attempt anymore, I started having a lot more fun with AOTYRZ. Yeah, it’s a bare puzzle game, but some of the puzzles are pretty snappy, and the plot (such as it is) moves along at an enjoyable clip. In addition, while the game world’s implementation is necessarily sparse due to the absence of EXAMINE, what’s there is competently constructed — I didn’t find a single bug. The writing isn’t quite as flawless. There are a number of typos, some of which serve up some unintentional (but very funny) comedy. My favorite comes in a cutscene where the PC is receiving remote instructions from a guide:

“The teleporter worked.” you say in the phone.
“It did? Really? That’s great! Now walk up the stairs and you will find two doors. It doesn’t matter which one you take, both will lead to a roof.”
“Then what?”
“On each roof there will be a helicopter. I assume you know how to fly one?”
“Off course.”

Oh, well is there anybody there who can fly a helicopter without going off course? Anyway, those moments aside, the writing serves its purpose well enough. I can’t muster a huge amount of enthusiasm for AOTYRZ — it takes a pretty audacious approach and then fails to provide a sufficient follow-through. However, if you don’t mind an IF world with no depth and you don’t worry too much about really winning on the first attempt, the game can provide a pleasant diversion for an hour or two.

Bronze by Emily Short [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2006.]

IFDB Page: Bronze

Alloys and Allies

The unveiling of Inform 7 is hugely exciting for many reasons, not the least of which is a sudden bounty of new games by Graham Nelson and Emily Short. These example games are meant to show off various capabilities of the development system, but the designers being who they are, the games are likely to be eminently playworthy in their own right. This review begins what I hope will be a series [Welp, that didn’t happen. — 2021 PO] that illuminates the value of these example games to players, quite aside from what they demonstrate to authors.

First on the list is Bronze, an adaptation of Beauty and the Beast and an old-fashioned puzzlefest, though only old-fashioned in the good ways. There are no mazes, no hunger puzzles, no expiring light sources; for such favors I thank the author sincerely. What we have instead is a large landscape (in this case the Beast’s castle), a well-paced plot punctuated by clever puzzles, and a variety of endings that allow for varying interpretations of the main character. The PC herself goes unnamed, but she is clearly the Beauty of the story, known as Belle in many versions, including both the Disney and Cocteau films. The tone of this game is much closer to the latter, pleasantly. In fact, Bronze reminded me often of Cocteau’s La Belle et la Bête — its gloomy, echoing chambers, its magical aura, and of course the wounded, romantic figure at its center.

Bronze‘s castle is less wildly inventive and evocative than Cocteau’s, though of course this is a rather rarefied standard to apply. What it does have over any other adaptation I’ve seen, however, is dimensionality. This game cannily exploits the strengths of IF to use its landscape for multiple ends. At the most basic level, it arranges the map in three dimensions, and at several points forces us to think not only of what is around us but what is above and below. A further (and more interesting) depth accretes as the PC’s memories surface in connection with certain rooms and objects. This is not a new trick in IF, but it’s very well-wrought here. Later in the game, we are shown yet another dimension via a magical item that allows us to hear the memories that other characters attach to various places. In addition, the game lays in a great deal of history to the castle, the Beast, the Beast’s family, and so forth — indeed, learning this history is essential for completing the game. The historical information is nicely woven, mostly avoiding infodumps and cutscenes in favor of memory-freighted objects and consultable items.

On the down side, though, the need to CONSULT X ABOUT Y so often was perhaps Bronze‘s greatest weakness for me. I got rather impatient with having to plumb so many sources about so many topics, especially when only one of the sources was portable. No doubt I’m rather spoiled by small competition games. Perhaps more to the point, I squeeze IF into the corners of my life and thus am not only unable to remember many details from one play session to the next but also reluctant to take notes while playing. I’d imagine that someone in a different mindset would find all the research opportunities quite rewarding. I did not.

Another choice that stymied me was the structure of the endings. My first attempt at Bronze terminated rather abruptly, at a less-than-optimal ending, and it was not immediately apparent why I couldn’t keep proceeding to complete the other goals that would have led to a more satisfying conclusion. The answer had to do with my failure to consult a particular item about a particular topic before that item disappeared, but I did not put this together until after I had turned to the walkthrough. Even after I understood the problem, it still felt a little unfair to me — I wish there were a bit more space in the design to prevent such accidental losses. Finally, there were one or two aspects of the magic system that took me a long time to figure out. Some of this may have been due to haste on my part, but I think they were also a little underdescribed.

Enough whinging. An area where Bronze really shines (uh, no pun intended) is in its technical prowess. Its blurb text promises “a number of features to make navigating a large space more pleasant,” and those features are lovely. GO TO <location> navigates the best path from the player’s present location to the target room, a godsend for the many, many occasions when one has to trudge from one end of the castle to the other. Similarly, FIND <object> takes the PC directly to the target object’s location via the same pathfinding method. Bronze also implements LOOK <direction> to let the PC investigate adjacent rooms without traveling to them. Other great features include an adaptive hint system accessed via the THINK ABOUT verb, and a status bar that shows not only what exits are available but also color-codes those directions according to whether they have been explored or not. Finally, I must mention the very newbie-friendly, context-sensitive “novice mode” that gently injects instructions for how to deal with the IF interface throughout the game. In fact, Bronze is a game I’d recommend for newcomers to the form, since its story is a familiar one, its help system is extensive, and its writing is rich and enjoyable.

A few more words about that writing. Short’s style is a familiar one by now: elliptical but densely packed, full of arresting images and subtle wit. At times, devoting so few words of description to so large a map can make the game feel a bit sparse, but more often it achieves a lovely mystique, showing us just enough to intrigue and enchant. Many sentences are striking in both their economy and power, such as this description of a door:

The work of the hinges and handle, the color of the wood, the point of the arch: all malevolent.

In addition, the imagery of the castle’s fixtures is pure Short, such as the giant hourglass whose sands never stop pouring, or the cherry-wood floor in which is carved an expansive map of the Beast’s kingdom. Another authorial trademark that will be familiar to fans of Savoir-Faire is the game’s detailed working-out of a magic system and its implications not only for puzzles but for character and story as well. Bronze is no masterpiece, but it is a well-crafted, fun, and satisfying game. I recommend it not only to people wishing to learn Inform 7 but to all fans of quality puzzle-laden text adventures.

Dungeon by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2001.]

IFDB page: Zork

Archaeology

Zork I was the first text adventure game I ever played, and I played it a lot. That game occupied many, many hours of my time and, to this day, it remains one of only a few Infocom games I was ever able to solve without hints, due solely to my stubborn and relentless attention to it. Between those marathon childhood sessions and the occasions on which I’ve replayed it since, I have walked those underground caverns many times, and their geography is so fixed in my mind that I think if I should ever find myself transported there, I could navigate with ease. Or, at least, that’s how I used to feel, before I started playing Dungeon and got my internal map thoroughly whacked.

Dungeon is the predecessor to the Zork games; it was MIT’s answer to Crowther and Woods’ Adventure and, much like that game, it lived on a mainframe, since its prodigious size was too great for the personal computers of its day. When the authors decided to make a commercial go of the text adventure business, they chopped Dungeon into three sections, rearranging the geography and adding some new elements to each chapter, especially the second and third. I’ve played the Zork games many times, but I had always wanted to play the mainframe version in order to better understand just what was added and what subtracted. So when I opened the WinGlk version of Andrew Plotkin’s C translation of the game, I was prepared for some shifts in layout compared to my deeply-graven memories of Zork I.

What I wasn’t prepared for, though, was the way in which Dungeon gleefully confounds any sense of actual geography in exchange for making the game map another obstacle to be overcome. In Dungeon, connections that line up properly (for example, leaving one room to the south and entering the adjoining room from the north) are the exception rather than the rule. Instead, you may go west and find that to get back to where you came from, you have to go west again. In a recent article about crafting a good setting for fantasy IF [1], Emily Short addressed this tendency:

[In] the ideal IF setting, the parts of the setting relate to each other in comprehensible ways. Things are located sensibly. I dislike mazes not only because you do have to map them but also because they interfere with and scramble up the intuitive sense of place that I otherwise build up as I play.

In this sense, almost the entirety of Dungeon functions as a maze, and any coherent sense of place that might emerge is bound to get smacked down as soon as the next exit is explored. I have a pretty good knack for mapping in my head, and thus don’t tend to make a map while playing IF but, with this game, there was no way I could pursue that strategy. Thus, grumbling, I hauled out my copy of GUEmap and tried diligently to record the tortured web of interconnections that make up the Dungeon landscape. When I finally finished, I uploaded the results to GMD so that other players like myself won’t have to struggle through the game’s mazes on their own.

And oh, the mazes — in addition to the general illogic of its structure, Dungeon also sports several mazes, all of which carry the “warped connections” tendency to its furthest extreme. Of course, when seen from the historical perspective, these mazes make sense: Adventure had mazes, and since mazes are one of the easiest kinds of puzzles to create, it follows that the game attempting to top Adventure would have mazes of its own. What Dungeon does, though, is to twist the knife: not only does it present the player with mazes, it confounds the typical “drop item and map” strategy by having an NPC come along and remove or rearrange those items, taunting the player with comments like “My, I wonder who left this fine hot pepper sandwich here?”

When viewed with a modern eye, obstacles like this make clear how different is the stance of modern IF from its ancestors. Dungeon set itself up unambiguously as the player’s antagonist, and it wasn’t particularly concerned with telling a story, nor even with describing a world. Plot is nonexistent, and fabulous treasures are described with perfunctory lines like “You see nothing special about the sapphire bracelet.” Instead, Dungeon puts its energies into confusing and confounding the player, and wacky map connections are but the tip of the iceberg. Along with the aforementioned mazes, there’s the light source, which always runs out at the worst possible times. There’s the Round Room, guaranteed to tangle any map. There are the “secret word” puzzles, some of which still perplex me to this day, even though I know how they operate. And of course, there’s the thief, whose annoyances are both numerous and legendary. Dungeon wants nothing more than to see you fail, and it’s not overly concerned with how much fun you might be having. As Robb Sherwin asserted on rec.games.int-fiction recently [2], “Zork hates its player.”

Today’s IF, by contrast, works a bit harder to collaborate with the player, with the aim of creating a shared experience, both in setting and plot. Even the Zork games moved in this direction, at least in comparison to Dungeon, mitigating some of the latter game’s greatest excesses by straightening out many map connections, allowing more flexibility with the permanent light source, and providing a bit more description from time to time. The ways in which Infocom itself engineered the shift from “text-based puzzle games” to actual interactive fiction is a subject for another article, but what’s become clear is that where the emphasis was once on opposition, it has shifted steadily to cooperation.

To my mind, this shift is both appropriate and necessary, and what playing Dungeon illuminated for me is that this movement towards collaborative IF is not the same thing as the concurrent movement towards “literary IF”, though they are often confused for one another. I can envision a game that, like Dungeon, has no particular literary pretensions, but unlike Dungeon, isn’t trying to undermine its player through the use of arbitrary techniques like twisty map connections and unreliable light sources. I would assert that collaborative IF doesn’t need to tell a story, and it certainly doesn’t need to aspire to literary greatness, but it does need to work with the player to create a rich, interactive world, and it does need to be concerned with giving the player a positive, fun experience. Of course collaborative IF can be puzzleless, but it needn’t be — puzzles can be part of the fun, as long as they aren’t geared towards forcing restarts after 800 moves, or making the player do tedious, menial work.

The move away from antagonistic IF is the reason why things like mazes, limited light sources, and starvation puzzles are met with a chorus of jeers these days, but the elimination of these elements doesn’t necessarily dictate anything in particular about how literary or puzzleless a game might be. Instead, the change makes the whole experience of IF more about fun than bloody-minded perseverance; playing Dungeon makes it clear how necessary this change was, and how far we’ve come since those mainframe days.

REFERENCES

[1] Short, Emily. “Developing A Setting For Fantastical Interactive Fiction”, 2001.

[2] Sherwin, Robb. “Re: nevermind”. rec.games.int-fiction, 2001/06/05

City Of Secrets by Emily Short [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2004.]

IFDB page: City Of Secrets

Life In The Big City

Here’s a quote from the ABOUT text of Emily Short’s City Of Secrets:

This game is meant to be playable even by someone who has never encountered interactive fiction before, and be a gentle introduction to the genre. It is not terribly difficult, nor is it possible to die until the very end. One playthrough is estimated to take about three hours.

After playing through the game once, I feel I can say with confidence: “Three hours? HA!” I will happily grant that Short has undertaken a considerable effort to make CoS newbie-friendly, but for someone who is at all interested in exploring the game’s world, three hours is a very conservative estimate indeed. It took me almost three hours just to reread the transcripts of my traversal through the story.

But that’s the thing with interactive fiction, isn’t it? I suppose it’s quite possible that an experienced player on a serious mission, who declines to examine the scenery, who asks only the most pointed questions of NPCs, and who treats the entire thing as a series of puzzles to be solved, could conceivably complete CoS in three hours, but such a player would be missing out on a great deal of the richness that this game has to offer. In fact, I’d make the case that the game’s openness to newcomers and (what for lack of a better word I’ll call) its size are of a piece — they both contribute to one of CoS‘s best qualities: its deep, robust interactivity.

Examples of player-friendliness are everywhere in this game, but here’s one of my favorites:

> attendant, show me the book please
[While your good manners are appreciated, it's unnecessary to append terms like "please" to your commands.]

To talk to a character: Type >GREET to begin a conversation. You will get a list of options of things to say. If you want to change the topic of conversation, type >T and (assuming that's a valid topic) you'll get a new menu of conversation choices.

Now that is just pure class, since 99% of IF games would have just spat out “I don’t know the word ‘please'” or (only slightly better) had the attendant give a blank look or some other “don’t know” response. CoS, on the other hand, anticipates a word that’s likely to confuse the parser, targets it, and responds to it (and to the inappropriate conversation syntax) with a set of instructions to help players communicate more effectively with the game. Besides little touches like this, CoS provides copious documentation, particularly an excellent sample transcript. I especially admired this transcript for using a clever technique that I don’t remember seeing before — it shows the events just leading up to the beginning of the game, and thus not only teaches the rhythm of IF but also serves as story prologue and provides further character depth to the PC.

Once I was through the prologue and wandering the streets of the game’s titular City, I was frankly astonished at the depth it offers. Yes, the vast majority of scenery objects are described, frequently down to second and third levels. This sort of thing is becoming more de rigueur in modern IF, though it’s rarely pulled off with the thoroughness that Short achieves here. In addition, room and object descriptions change to reflect the past experiences of the PC, demonstrating knowledge of other parts of the game once it’s been acquired. Beyond that, random scene-setting messages serve not only to make the City actually feel populated, but to play some of the subtle, sinister notes that hint at plot and theme.

Beyond these are the characters, of whom there are many and most of whom are able to act and converse on a very large variety of topics. I’ll discuss NPCs and conversation further below, but suffice it to say for now that CoS‘s 2003 XYZZY award for Best NPCs was very well-deserved. Beyond the NPCs, and perhaps most impressive of all, is the avalanche of ancillary material available in the game. My mouth was literally hanging open as I perused a bookstore and found volume after volume that I could actually read — pieces of fiction, historical background on the setting, gentle jokes set within the game’s milieu, and on and on and on. Now I don’t mean to suggest that entire novels or histories are actually embedded within the game — that kind of detail would move from dedication into insanity — but more effort went into the book objects in CoS than goes into the entirety of some other games.

Oh, and lest I give the impression that City Of Secrets merely overwhelms with quantity, let me hasten to point out that its quality also remains very high throughout. Short’s typically elliptical and evocative prose falls in layers that pile up to create vivid, intense images — this woman can get more mileage out of sentence fragments than any author I’ve ever read. She’s found a way to deploy them that seems perfectly suited to IF, especially object and room descriptions. The dialogue, too, was top-notch, and plot-advancing moments happened with satisfying smoothness. The milieu, also, was a great deal of fun — magic and science side-by-side, computers and spells combined. Of course, this idea isn’t exactly new, but it felt fresh in Short’s hands.

All of these sterling qualities — the great writing, the remarkable implementation, the incredible depth — make me ache all the more when I think of the game’s actual history. City Of Secrets was originally commissioned by a San Francisco synth-pop outfit called Secret-Secret, who devised the story and some basic marks for the game to hit. At that time, it was intended to serve as a bonus feature for one of their upcoming CDs. Short has never revealed many details about how this deal fell apart, but fall apart it did. Thus ensued the next stage of the game’s life, in which the band agreed to let Short release CoS as freeware IF, and she decided to try ramping up the fun by creating feelies and offering them through feelies.org. As an additional incentive, the game would be available to feelies orderers a little earlier than to everyone else. Then Real Life and the game’s design complexity intervened, causing delays, which in turn engendered a host of vaguely hostile demands and complaints on the IF newsgroups, along with more of the particularly vicious trolling for which Short was already a target.

Finally, City Of Secrets was released publicly on May 1, 2003… and sank. Or at least, that’s how it seemed to me. Googling on the past year of Usenet discussion, I can see that the game has gotten a couple of reviews, some hint requests, has been used as an example in various discussions, and has even gotten a little recognition in mainstream press outlets like Maximum PC and Games magazines. Still, this is the most major work by one of the best and most important IF authors of the last decade, and a landmark game by many different measures — it seems to me that it is vastly underrated and under-discussed. This is the kind of thing that makes authors disillusioned, makes them feel that their hard work is without purpose, and prompts them to turn away from writing IF. The fact that Short has not done so is a true testament to her dedication to this medium. Of course, I’m one of the guilty parties here, writing this review more than a year after the game’s public release. I hope that if you’re reading this and you’ve never played City Of Secrets, you’ll be moved to check it out, and to post your reaction to SPAG, rec.games.int-fiction, or some other appropriate outlet.

Now that I’ve expended considerable fervor on building the game up, let me discuss a few of its flaws. One difficulty I occasionally encountered in the game is that the demands of its story or its implementation occasionally worked at cross purposes to the role playing I wanted to do as the PC. For me, the primary example of this dissonance occurred at the very beginning of the game, as I am whisked away from my ordinary journey to a friend’s wedding and into the City’s hotel. When this happens, a bellhop takes my suitcase, but fails to bring it to my room. Now, if this were to happen to me in real life, recovery of that suitcase would become my primary goal. The game, however, treats the disappearance as barely worth noticing, and insists that I go to sleep before allowing me to do any searching for my missing possessions. Even when I can question the concierge about my luggage’s whereabouts, the conversational menu options never allow me to be particularly assertive in my efforts to recover it. As a designer, I can understand perfectly why City Of Secrets wants to remove an item whose realistic implementation would add several layers of complexity to the game situation, but in this instance and a few others, the game could have done a better job at providing in-character reasons for such abstraction.

Speaking of conversational menu options, City Of Secrets further explores the conversation system that Short innovated for Pytho’s Mask and Best Of Three. As explained above, it requires GREETing an NPC and then setting a topic, which may or may not bring up a menu of conversation options. I like this system, but I can only imagine how much of a bear it must be to implement. Managing conversation topics to the extent that CoS does, especially with its abundance of characters, requires meticulous knowledge modeling in order to ensure that particular topics and phrasings are available to the player neither too early (before she’s had a chance to learn about them) nor too late (when she’d want to ask something appropriate but isn’t offered the option.) For the most part, CoS does a fine job of this modeling, but it does fall down on occasion, offering inexplicable conversation threads or failing to provide dialogue on an obvious topic. Moreover, the game makes a tactical error in requiring that a conversation be restarted before it evaluates whether or not any menu options are available for the chosen topic, leading to exchanges like this:

>ask bookseller about documents
You approach the bookseller's desk.

"Hello again," he says.

You can think of nothing to say about that.

Such responses give the impression of a mildly autistic PC, who routinely starts conversations, only to stand slack-jawed moments after they begin. Also, as some others have noted, it’s a bit annoying not to be able to return to certain unused options when they would still be valid.

Still, when the conversation engine works, it works well, and that’s the case for most of this game. There are a great many NPCs, quite a few of whom are implemented with responses on a dizzying array of topics. The game’s characters not only respond to questions, but start conversations of their own, introducing new topics with their own associated option menus. Moreover, they define themselves not only through dialogue, but through action — the spice seller who twists his ring nervously, or the City nurse who looks at you sharply enough to stop you from blurting out something stupid. Some NPCs will even accompany you for parts of your journey, then wander off to pursue their own agendas. With Galatea, Short established herself as someone with a particular flair for deeply implemented NPCs, and her work in City Of Secrets reinforces and enriches that reputation.

A more unexpected achievement is the game’s storytelling ability. Many of Short’s games have had sketchy or absent plots, but City Of Secrets unfolds a layered story, replete with intrigue and thematic unity. As the game progresses, new bits of information reveal more about who can and cannot be trusted, and several fun reversals and surprises lay in wait throughout. The pieces drop satisfyingly into place as the end approaches, just as they should in a good mystery story. Moreover, a replay or reread of the game illuminates lots of juicy foreshadowing and judicious ties that thread through its beginning, middle, and end. True to form, Short’s design provides several paths through the story, and multiple solutions to many important problems. I haven’t yet replayed the game as a more self-interested or evil PC, but I could see that such opportunities were available. I’d love to see a more thorough description of which parts of the story were provided by Secret-Secret and which ones came from Short herself, because the unified whole works very well indeed. There were apparently such making-of notes on the original game CD, so perhaps Short or someone else could be persuaded to upload a scan of these to the IF Archive.

I think my favorite thing about City Of Secrets is that it gave me several pieces of writing to treasure, things that I wanted to enshrine and remember. A quote from the denouement now appears in my collection of randomly rotating email signatures. Queen Rine’s Meditation Upon Passion now hangs on my office wall. More than any other IF game I can think of, City Of Secrets offered me ideas that feel like they apply directly to my life — that’s the mark not just of a great game, but of a great work of art.

What’s next for >INVENTORY

With the publication of my Identity review, I’ve now completed the journey of reprinting every IF Competition review I wrote between 1996 and 2004. There are over 300 of them!

As I said in this blog’s first post, I intend it to house not just my comp reviews, but everything else I’ve written about IF. So now that the comp reviews are all here, I’m going to cast around for everything else of mine I can find on the topic (newsgroup posts and SPAG editorials excepted… for the most part) and get it in here.

That means a few different things:

  • Essays I’ve written about IF
  • Interviews I’ve given
  • Solicited reviews I’ve written
  • Reviews I wrote for the onetime paying home of longer works, Mark Musante’s IF-Review
  • Reviews of commercial adventure games
  • Miscellaneous stuff — correspondence, haikus, IF material from my other blog, etc.

I’m also planning to spruce up the site a bit with easier indexing of its material, and better links from IFDB. In addition, along the way I’ve found it in me to write some new stuff too! The Infocom >RESTART reviews are the first piece of that — so far I’ve written up my experience of playing Zork I and Zork II with my teenage son, and there’s more of that to come. (You can probably guess which one is coming next.)

Beyond that, I’ve found myself curious about what lay beyond the horizon after 2004 in comp-world, so I’ve decided to play and review some games from 2005. As you might expect, this will happen in fits and starts — my life has changed considerably since that era — but so far it’s been a lot of fun. So once I’ve collected and deposited all the stuff I listed out above, there will be new comp reviews! Uh, of very old games. But still new to me!

So although the 1996-2004 comp reviews are done at last (after 16 months!), there is a lot more inventory to unpack! I hope someone finds it useful — it’s been tons of fun to revisit it all.

Desert Heat by Papillon [Comp00]

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

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

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

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

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

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

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

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

Rating: 5.4