Eragon by Unknown [IF-Review]

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

IFDB Page: Eragon

Eragon Vs. Bygone Era

IF aficionados have often made the argument that the medium could have a commercial comeback if marketed in the right way. Forget gamers, the line of reasoning goes. Instead, interactive fiction should be sold in bookstores, right alongside the books, appealing to an educated, literary audience that sees “all words no pictures” as an advantage rather than a drawback. After all, The Hitchhiker’s Guide to the Galaxy was one of Infocom’s biggest hits, and it seems reasonable to conclude that that game drew much of its audience from people who loved the books. (Leave aside for a moment the tremendous overlap between fans of those books and computer nerds.) Perhaps the beginning of this IF resurgence might be text games appearing on author websites, inviting fans of that author to experience their favorite fictional world interactively, possibly re-enacting some key scenes, or filling in some narrative gaps from the paper stories.

I’m not sure I believe that IF will ever experience a commercial comeback on any significant scale, but I love the idea of skilled authors with large fanbases creating text adventures. Consequently, I was excited to learn that Christopher Paolini, author of the “Inheritance Trilogy” of young adult fantasy novels, had placed a text adventure on his site, set in those books’ universe. I’ve never read Paolini’s work, but his books seem to be popular with the kids, what with the first one spending months on the New York Times’ bestseller list and having over a million copies in print. The fact that such a popular author was offering interactive fiction based on his books seemed quite promising to me, and I was eager to check it out. A web browser is a lousy place to play a text adventure of any size, given that Zplet doesn’t provide for SAVE and RESTORE, so once I found the game I dug the zcode file out of my browser cache and played it locally. It would be nice if the author’s web site had provided an easier option for downloading the game file, but that’s a forgivable lapse. I fired up the game, all energized about the bright possibilities.

Unfortunately, that energy evaporated almost immediately. The first thing I did was turn transcripting on, and saw this:

Start of a transcript of
Eragon
Eragon.
Release 1 / Serial number 050712 / Inform v6.30 Library 6/11 SD
Standard interpreter 1.1 (4F) / Library serial number 040227

Uh-oh. Debugging verbs left on: not a good sign. Also, what’s with the subtitle being just the title with a period added in? Finally, where’s the author credit? Did Paolini actually write this game, or did he leave his name off because some employee or fan of his is the real author?

Having played the game, I’d put my money on the latter. Both in terms of design and prose style, Eragon feels like the product of a member of its intended audience: readers in their early teens. At the very least, given the number of comma splices and grammatical missteps in the game, I think it’s safe to say that this prose has never seen the services of a professional editor. The milieu of the game itself feels like Tolkien with just a few of the serial numbers rubbed off — apparently you’re a dwarf in the tunnels under “Farthen Dûr”. Your quest is to warn the “Varden” (i.e. the good guys) that an “army of Urgals” (i.e. orcs) is approaching. In the process, you’ll come across some magic dust that makes people fall asleep, mysterious runes concealing hidden rooms, huge underground chambers, and so forth. It’s bog-standard stuff.

As for the game itself, well, I wish the news was better. It’s not that this game is out-and-out terrible. Worse games get submitted to every single IF competition. However, it suffers from some very serious flaws. The worst of these is the way it deploys a kind of “selective parsing” that makes it feel like a product of 1983, despite having been produced with Inform 6. Several times throughout Eragon, I found that the parser would claim not to understand a particular formulation, only to specifically require that formulation at a later point. This kind of thing is simply unacceptable in a text adventure — if you tell me a command is not understood, don’t expect me to try it again. A variation on this is the way that at certain junctures I found myself wrestling with the parser, trying to communicate a specific idea, only to learn that the game would only accept the most generic command possible, doing all the rest of the heavy lifting itself. Here’s an example, altered to remove spoilers:

>X TRAP DOOR
The stone trap door is covered with finely carved runes and etchings
of intertwined dragons. There is an empty space in the center, just
about the size of the marble orb.

>PUT ORB ON DOOR
Putting things on the Trap Door would achieve nothing.

>PUT ORB IN CENTER
I do not understand your command. Doublecheck your spelling or refer
to the commands list for help.

>OPEN TRAP DOOR
The door is locked, and simply impassable.

>PUT ORB IN STONE
You can't put something inside itself.

>X CENTER
I do not understand your command. Doublecheck your spelling or refer
to the commands list for help.

>USE ORB
The orb slips perfectly back into place, becoming one with the door.
The door, now unlocked, automatically begins to slide open, dragging
heavily along the floor.

The puzzles themselves are pitched at a good level for kids, but any kid would be driven crazy by how frequently this game fails to parse.

Alongside the technical failures is some highly irritating design, the centerpiece of which is a large maze. This maze isn’t terribly challenging — the game is kind enough to give each location a distinctive name, like “Maze M18”, “Hallway H6”, and so forth — but it is so, so dull. Wandering through one empty location after another, following the left hand wall, is not my idea of a good time. Hilariously, the game helps orient you by telling you that you hear singing, loudly or faintly, from a particular direction, but when you get to the source of the sound it seems to forget that it ever mentioned singing. There’s a person there, but I never saw her sing. In addition, there are several spots where I flummoxed the game by doing things in a different order than it expected. For instance, there’s a library section where I thumbed through the books and was told, “Upon realizing that this is not the book you are looking for, you return the book to its place on the shelf.” Unfortunately, I hadn’t yet met the character who told me what book to look for, which made that message rather nonsensical. I’d venture to guess that the game was written to a walkthrough and not playtested thoroughly enough to uncover its hidden assumptions. Tons of formatting errors, capricious capitalization, and logical lapses add to the unpolished feeling.

I realize that all this criticism is negative, and I don’t mean to be too discouraging, especially if Eragon was written by some young Paolini fan as a labor of love. I think the lesson that emerges from this game is that although it would be great for popular writers to offer interactive fiction based on their works, they should probably do so in collaboration with experienced IF authors if they’re unfamiliar with modern IF themselves. After all, even Douglas Adams didn’t try to write the Hitchhiker’s game himself — the participation of Steve Meretzky helped ensure that the game would not be a hash of bugs and mainframe-era game design cliches. Similarly, modern authors would do well to avail themselves of the knowledge contained within the modern text adventure community. Combining a popular writer’s skill and imagination with the technical expertise and experience of an established IF creator would be most likely to result in a game that puts both the author’s works and interactive fiction itself in the best light. Without that creator’s insight, you run the risk of games like Eragon, which makes IF fans want to avoid more Paolini and Paolini fans want to avoid more IF.

Zero One by Edward Plant [Comp04]

IFDB page: Zero One
Final placement: 31st place (of 36) in the 2004 Interactive Fiction Competition

Because I am a whiny malcontent who is never satisfied, I’m beginning this review with another complaint about Alan‘s transcripting capability, or lack thereof. Last year, I moaned about the fact that Alan doesn’t offer a SCRIPT command, and therefore I was having to periodically copy and paste from the Glk scrollback window into a text editor in order to have a transcript for reference while I wrote my reviews. In response, a few friendly people informed me that if I start the Alan interpreter from the command line with a “-l” switch, it will indeed log a transcript.

This, though a little annoying, is happy news. I tested the method this year, and it works! Sort of. For no reason that I can ascertain, the transcripts are saved in an extremely goofy format, with one line per turn, a line that begins with output generated by the game, then lists the name of the current room, and ends with whatever I type at the prompt. Thus, the slightly more readable parts of the transcript look like this:

There is nothing special about the door.Cell> x walls
‘walls’? I don’t know that word.Cell> n
The door’s closed.Cell> open door
It’s locked.Cell> unlock door
You can’t unlock that!Cell> knock on door
You knock on the door.Cell> z

The less readable parts, which are predominant, occur when the game has anything substantial to say — they stretch off into the distance or wrap (depending on the text editor) to form a busy jumble of unformatted verbiage. Also, on a more minor point, I don’t get to choose the filename for the transcript, and Alan uses an inexplicably super-funky naming convention that gave my log files titles like “011100149966.log.” This transcripting capability is better than nothing, but the quality is still unacceptable. Come on, Alan. Transcripting is kind of a basic IF function, going way back to the 80s. Help a critic out.

Now with that screed out of the way, on to the game. I’m afraid that I don’t have many good things to say about it either. Zero One (or 01, as it likes to nickname itself) is an extremely silly game, cliche-hampered, lacking any sort of logical story, bug-ridden, and incomplete. If you were setting out to write a totally hackneyed IF game, what would be the starting location and situation of the PC? If you said “stricken with amnesia and locked in a cell,” you are today’s winner! That’s exactly the story with the PC of 01, but unlike, say, Square Circle, which builds an honest-to-gosh story around this situation, this game is totally uninterested in revealing the PC’s actual identity or the circumstances the led up to his incarceration.

Oh, it makes a couple of halfhearted gestures at explanation, but these are totally insufficient to actually build any real understanding, and besides, they’re totally overwhelmed by the weight of random events and situations. A good example is the kitchen drawer, in which you’ll find a dead fish along with the cutlery. Why? Aw, who cares? What bits of information do exist are burdened by a juvenile fascination with weapons and gore, like the pool of blood and splattered head that awaits the PC just outside his cell, or like this, after you find a handgun (complete with make and model info) and magazine of ammo:

> put magazine in beretta
Lock and Load!

Bro-THER. Throw in a little queer-baiting, and you’ve got a game that just screams “12-year-old male.”

The game is good for a few unintentional laughs, though, due both to its harebrained shadow of a plot and to its buggy implementation. A great example is the doors to the prison, which are secured by a padlock that, to the game’s own surprise, can be unlocked with the first key you find (the bracketed comment is from me):

> unlock green door
There is a padlock on the door and you don't have a key. [Actually, I
do.]

> unlock green door with key
The green door is now unlocked.

Sadly, this change just makes the game channel one of the maze rooms from Zork — going through the door will just loop you back into the current room. Oh, and I also managed to crash the interpreter entirely, though I’m not sure whether this was 01‘s fault or Alan’s. I write comments at the prompt as I go through the game, and after a particularly long line, the interpreter itself just up and shut down, much to my surprise. Luckily, I’d just saved my game, so I didn’t lose much.

Actually, I wouldn’t have lost much if I had just stopped right there and never opened the game again. The ending text insists that “ZERO ONE is not yet finished… Expect a return!”, but given the quality level of this game, that seems more like a threat than a promise.

Rating: 2.8

Evacuate by Jeff Rissman [Comp02]

IFDB page: Evacuate
Final placement: 19th place (of 38) in the 2002 Interactive Fiction Competition

I wanted to love this game. Oh man, did I want to love this game. And there’s really a lot to love, too. It’s got a classic storyline: you’re a passenger on a luxury starship which has been attacked, and having just returned to consciousness after everyone else has evacuated, you must find your way to safety. There’s also a great feel to Evacuate, a combination of writing and implementation that evoked Infocom for me more than any game since Comp2000’s YAGWAD. Room and object descriptions are very nicely judged, and some of the puzzle clueing is just superb.

In the course of my two hours with the game, I had several moments where I would look more closely at an object, or really notice a particular word for the first time, and a crucial piece of information would click into place. That feeling is such a pleasure, on a par with those times where inspiration would hit in a flash, I would try my idea, and it would work. Evacuate provided me with both those experiences, and although there are a few spelling mistakes here and there, after my first hour with the game I was feeling buoyant, sure I would finally be able to give a game in this comp a score in the high 9s.

Then came the second hour. Early in the second hour, I discovered the starvation timer. The game kills you after 400 moves if the PC hasn’t eaten yet. I hate this. It’s pointless, unrealistic, and really adds no challenge. But if food is readily available, or if the time limit is generous enough, a starvation puzzle alone isn’t enough to kill the fun of a good game. In Evacuate, the time limit was much too short, and food isn’t available until after you’ve done a bunch of stuff, most notably navigate the maze.

Yes, the maze. As mazes were falling out of fashion in adventure games, the genre went through a period where games would still include a maze, but there would be some special gimmick that would make the maze solvable outside the normal, painstaking methods. This wasn’t a bad compromise, since it retained the nostalgia appeal of an adventure game maze, but allowed an escape from the tedium of drop-and-map maze navigation. After a while, though, even gimmicked mazes became a cliché, and they fell out of fashion too. Evacuate goes the opposite direction, adding a gimmick to its maze that actually makes the maze harder rather than easier. Yes, there’s a way around this gimmick, but even when you’ve found that, you’re still in a maze puzzle.

I didn’t enjoy this, and I especially didn’t enjoy it when there are several things to accomplish in the maze, none of which involved any food. I’d be very impressed if anyone got past the hunger timer without hints or restoring/restarting at least a half-dozen times. When I finally looked at the walkthrough, I was gobsmacked at how much of the game I still needed to get through before I could get anywhere near the food, and that brings up another problem, which isn’t really a problem with Evacuate itself but did affect my experience: for me, this just was not a two-hour game. Even without the incessant restores and restarts brought about by the hunger puzzle, there’s just too much here to squeeze into a two-hour space.

The really amazing thing is that even after Evacuate squarely hit three of my biggest comp game peeves (starvation timer, maze, too big for 2 hours), I still want to give it something around an 8. That’s a testament to how much is outstanding in this game, how many wonderful moments it offers up in exchange for its annoying characteristics. It’s so close to greatness.

Just add a few more custom responses for sensible actions (prying something with a screwdriver, using a scarf as a rope.) Just remove the hunger puzzle (it’s entirely non-essential anyway). Just, at the very least, tone down the maze to eliminate the constant randomizing elements. Just release it outside the bounds of a structure that dictates a limit on playing time. If these things happened, Evacuate could be a cracking good piece of IF. Right now, for all its wonderful qualities, it falls tantalizingly, achingly short of the mark.

Rating: 7.9

Zork I [Infocom >RESTART]

IFDB page: Zork I
[This review contains lots of spoilers for Zork I. I also wrote an introduction to these Infocom >RESTART reviews, for those who want a little context.]

Legends grow in the telling, and so it was with Zork in Dante’s mind. He had seen so many references to it, so much appreciation for it, that he had begun to think of it as some kind of platonic ideal for IF. Within minutes of playing, that expectation crashed against the reality of a vintage text game.

Instead of typing “X”, you have to type the full word “EXAMINE”. (Well, technically only “EXAMIN”, or even just “LOOK”, but nevermind — this was about 1980 IF breaking modern expectations.) Locations are almost immediately mazy, with pieces of the forest connecting in unexplained nonsensical ways to each other. The status line sports no handy exits listing, and when travel in a direction is blocked, it’s often blocked with no explanation. For every “Storm-tossed trees block your way”, there are dozens of “You can’t go that way”s.

In what became a running joke for our playthrough, many incredible things have the description, “There’s nothing special about the [incredible thing].” A non-exhaustive list of things about which Zork I claims there is nothing special: an elvish sword of great antiquity, a pile of mangled bodies, a painting of unparalleled beauty, Neptune’s crystal trident, a sceptre (possibly that of ancient Egypt itself), a beautiful jeweled scarab, a golden clockwork canary, and a solid rainbow complete with stairs and bannister. I had to explain to him that Zork was operating under a draconian space limitation — they simply didn’t have room to include descriptions for anything that didn’t directly contribute to a puzzle. For him, this limitation was almost unthinkable. I mean, it’s just text! How could they not have room for it?

Space limitations also show up in a lack of scenery objects, a problem that can manifest in a fairly benign form or a fairly malign one. For instance, in the Shaft Room, one sentence of the room description reads, “Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.” Try EXAMINE FRAMEWORK and you’ll get the response, “I don’t know the word ‘framework’.” Fair enough, the framework apparently wasn’t implemented as an object. On the other hand, try EXAMINE METAL and you’ll get the much more problematic response, “You can’t see any metal here.”

This happens because elsewhere in the game, there are objects that legitimately can be referred to as “metal” — the metal ramp in the Cellar and the metal bolt in the Dam, for example. The framework isn’t implemented, though, so while it’s described as “metal” in the room description, there’s no game object in that room for the word “metal” to reference. This has the story-breaking result that you’re told there’s a metal framework in front of you, but also that there is no metal in the room. Our favorite manifestation of this:

Land of the Dead
You have entered the Land of the Living Dead. Thousands of lost souls can be heard weeping and moaning. In the corner are stacked the remains of dozens of previous adventurers less fortunate than yourself. A passage exits to the north.


>EXAMINE DEAD
You can't see any dead here!

Another modern feature that we missed awfully: UNDO. For instance, when you type OPEN EGG WITH WRENCH, and get a response which begins:

The egg is now open, but the clumsiness of your attempt has seriously compromised its esthetic appeal. There is a golden clockwork canary nestled in the egg. It seems to have recently had a bad experience…

…the natural response is to type UNDO. Oh how painful to receive the reply, “I don’t know the word ‘undo’.” Again, the microcomputers of 1980 couldn’t really have supported such a state-management function, at least not without sacrificing too much text and parsing capability. Instead, games of that era tried to make a virtue out of compulsive SAVEing, and called their game-closing responses part of the challenge. Seen from today’s perspective, they simply invoke the tedium of forcing a RESTORE, or worse yet a RESTART. Replaying up to the game-closing point isn’t challenging, just time-consuming.

Zork I logo, with the caption "Your greatest challenge lies ahead -- and downwards."

In what became a running theme of our Infocom replays, we had to restart Zork I. In fact, we had to restart it twice — the first time because our light source ran out and we hadn’t yet found a permanent one, and the second time, very far into the game, because we realized that we’d killed the thief early on through a “lucky” fluke, but we still needed him to open the jewel-encrusted egg. I ran both of these replays on my own — Dante had no patience for retreading miles of known ground just to get to something new.

All of these pain points served to illustrate clearly the distance that text adventures have come since 1980. I sometimes hear it argued that IF isn’t really all that different now from how it was in the Infocom days, but Dante’s experience with playing modern IF and then going back to Infocom puts the lie to that claim. I mean, yes, it’s still essentially getting a parser of limited vocabulary to cooperate with your traversal of a fictional world. Some of the parsing innovations we might have imagined arriving in 40 years have not come to pass — there’s no intelligent computer DM to respond reasonably to anything you type as it takes you through the dungeon. But as far as the moment-to-moment experience of playing a text game, the state of the art has improved a great deal.

The same is true of the puzzles, at least when it comes to the damned mazes. This was another area that I ran on my own — Dante was interested in the first few rooms of maze-mapping, where we’d drop an object, go a direction, and see whether we’d found a new room. But it just. Kept. Going. Hundreds of moves’ worth of this, painstakingly updating our Trizbort map as we went. This is a test of bloody-mindedness, not complex thought. Luckily, the thief didn’t confound us, due to his aforementioned dumb luck defeat. Still, the Zork maze was another perfect example of something that may have passed as fun in 1980, but could make no such claim today. Actually, make that the Zork mazes, as there’s another one in the Coal Mine, albeit not nearly so tortuous.

On the other hand, many of the puzzles have lost no sheen whatsoever. Flood Control Dam #3, for instance, is just as marvelous as always. There’s an aspect to it that is simply mechanical — figure out how to unlock it for changes, and then figure out what tool is needed to make those changes happen. But then once you make those changes, they imply new relationships and new attributes to various parts of the landscape. I was impressed to see that Dante intuitively grasped these implications, moving quickly not only to the emptied reservoir, but also to the quieted Loud Room, for instance.

In general, I was fascinated to see how he reacted to puzzles I remembered. He immediately grasped puzzles I remember struggling with, like the Loud Room, the Cyclops Room, and the deranged bat. On the other hand, we were quite a ways into our playthrough before he figured out to tie the rope to the railing, which I remember doing pretty immediately.

Dante’s intuition and experience led him more astray on the combat-style puzzles. He’d already embraced a different branch of retro gaming, having logged dozens of hours on Angband, but while Zork is no Angband, the inclusion of D&D-style combat very near the beginning of the game makes it seem as though there’s going to be quite a bit of overlap. Consequently, Dante snapped into the mode of looking for weapons and armor, evaluating the axe vs. the sword vs. the knife, etc., when that’s not really what Zork is designed for. This becomes especially apparent when you find what seems like a magic trident, except it can’t even be used as a weapon at all.

It makes historical sense to me why this randomized combat is in here — IF at the time was still in the shadow of Adventure, which in turn sat in the shadow of D&D. But the combat sits uneasily against the rest of the game, and Zork I‘s commitment to it is pretty half-hearted. The only fightable “monsters” in the game are the troll and the thief. Moreover, the fights with these monsters don’t expose any of the typical RPG mechanics — you can’t see numerical representations of attack, damage, or defense, and consequently you may not know that randomization is happening behind the scenes. The first time we fought the troll, we knocked him out immediately, which seemed like just what the game had “intended” — imagine Dante’s shock when next time around, the troll killed us! Unlike the elegance of most Zork puzzles, the randomized combat can contribute both to sudden losses out of the player’s control and to “lucky” wins that cut off victory. Both happened to us.

The opening screen of Zork I

Then there were those puzzles that we both had trouble with. I have a strong memory of playing Zork I as a kid and flailing around at the Entrance to Hades. I rang the bell, mostly out of sheer desperation, but could make no sense of the response. I was talking through the problem with my Dad when he asked me, “Hey, do you happen to have a book and a candle as well?” Well yes, but how on earth did you even come up with that question to ask? He explained to me then the cultural reference of “Bell, Book, and Candle”, which was entirely lost on me as a kid. Now I can report that the passing of a generation has made that reference no clearer, and Dante’s dad had to explain it to him.

Of all the Zork I puzzles, the gold coffin gained the most in my estimation from this revisit. The puzzle, for those who may not remember, is this: you’ve descended from a rope into a temple chamber. You cannot ascend back up the rope, as you drop from it into the temple and it ends several feet above your reach. The only exit from the temple is through a small hole in the floor, next to an altar. Within the chamber you find (among other things), a gold coffin. You can get through the hole with the other treasures you find, but if you try to take the coffin, Zork says, “You haven’t a prayer of getting the coffin down there.”

What to do? The failure message, along with the religious trappings of the room, hint towards the solution: PRAY. When you do that, this happens:

>PRAY
Forest
This is a forest, with trees in all directions. To the east, there appears to be sunlight.

The command instantly teleports you out of the underground altogether, along with all your possessions — including the coffin. Besides the puzzle being well-cued, it also has a quality of awe, possibly deriving from the suddenness with which everything changes from dark to light. There is no sweeping transition text, which almost any author (including me) would be tempted to put in today — just an instant shift with no explanation. That shift prompts a more mysterious feeling of religious wonder, at least in me — it’s immediately apparent that there are greater powers at work in this world than simply an adventurer manipulating mechanisms, and those powers do not care to explain or announce themselves.

That’s one of the magic moments of Zork I, and there are many. Another, for us, came at the Mirror Room, where we had visited many times and looked at our bedraggled image. That night, there was a thunderstorm outside while we played, and as we reached out to TOUCH MIRROR for the first time, two things happened simultaneously: Zork I said, “There is a rumble from deep within the earth and the room shakes” while outside there was a loud CRACK of thunder. I felt aligned with the universe at that moment.

In replaying this game and its successors, I’ve come to the conclusion that there are two fundamental things that make Zork special, and that are reliable sources of delight in subsequent Infocom games: moments of humor and moments of magic. Sometimes they are one and the same, or at least right alongside each other.

Consider, for example, inflating the boat. There’s a moment of satisfaction when you realize that the hand-held air pump connects to the valve on the pile of plastic, like finding two jigsaw puzzle pieces that connect to each other. That satisfaction turns to magic with the appearance of the boat, which suddenly recontextualizes parts of the landscape you’ve already seen. Rivers, streams, and lakes that once seemed like scenery have become pathways to traverse in this new vehicle, opening up new vistas of the map for exploration.

A partial map of the Zork I landscape, including the Frigid River

This is one of the best tricks that IF can pull — revealing a new dimension within a familiar situation, one which expands the possibility space of the entire game world. Previously ordinary aspects of the scenario jump to life with vibrant new potential, and the player sees everything fresh. In the case of the Zork boat, this exciting development comes with a laugh, as the boat contains a label reading:

!!!! FROBOZZ MAGIC BOAT COMPANY !!!!

Hello, Sailor!

[…and then some instructions for how to use the boat.]

Aside from the comical quality of the exclamation points and the capital letters, this label squeezes in two different running gags that thread through most of the series — “Frobozz Magic” products and the phrase “Hello Sailor”, introduced by the prayer book on the altar.

This the other source of pleasure in Zork and its progeny: unexpected unity. Both drama and comedy use the basic structure of a setup leading to a payoff, and that structure finds its place in text adventures as well. The very first underground location in Zork I, the Cellar, contains the bottom of a metal chute, too slippery to climb: setup. Many hundreds of moves later, we find a Slide Room — part of a coal mine containing “a steep metal slide twisting downward.” Of course, enter the slide and you find yourself back in the Cellar: payoff. In that moment, the game unifies two pieces of itself, yielding the satisfaction of a question answered.

In the case of Frobozz Magic products, the structure is more like a single setup leading to a series of payoffs, each building on the last through the long series of games. Each new appearance of these products, especially as they grow in ridiculous specialization, is a comedy callback that enriches the joke. Sometimes, as in the case of HELLO SAILOR itself, the payoff occurs several games away from the setup, and contains both drama and comedy. But more about that in a later post.

The ultimate (meaning both final and best) example of such unity comes when all the treasures are collected, and a voice whispers that there is one final secret. The map we find brings us back to the very first location of the game, encircling the experience in a great dramatic unity. I found the appearance of the secret path to the stone barrow unexpectedly moving, probably because it was a thrilling moment that I was getting to re-experience alongside Dante, while he saw it for the first time. As Zork I both wrapped itself up and invited us to further adventure, I couldn’t wait to continue delving further with him.

Bane Of The Builders by Bogdan Baliuc [Comp01]

IFDB page: Bane of the Builders
Final placement: 28th place (of 51) in the 2001 Interactive Fiction Competition

In what is either a shameless rip-off or an unwitting duplication of the Heechee backstory behind the Gateway games (and novels), this game posits a “mysterious race known as the Builders [who] had left many traces and artifacts throughout the galaxy.” The game opens as a planet has been discovered that might yield the secret of the Builders’ demise, though it’s unclear how the simple existence of “an energy source” would promise such vital information. No doubt the answer could be supplied by the foremost expert on Builder civilization, a fellow known only as “the Professor.” (I was torn as to whether to picture him as the Professor from Futurama or the Professor from Gilligan’s Island.)

The PC’s role is that of a starship ensign who has become “quite friendly” with the Professor (though apparently not friendly enough to learn a first or last name), and who is sent down to accompany said Professor on his investigative mission in this Builder artifact. Now, it can fairly be said that this scenario is rather illogical — would a lowly ensign really be the only one to accompany a scientist on such an expedition, and if so, would he really be asked to wait around in the ship instead of providing armed support, and would he only start worrying after the Professor goes missing for almost a day?

However, such objections aside, I enjoyed the setup of this game. It felt pleasurably reminiscent of sci-fi juveniles from the 1940s and 50s, right down to the cheesy idioms uttered by the characters. (“Thank Space you’re here!”) I especially enjoyed how Star Trek and its clones have become so ingrained in the culture that when the game provided a blaster “set to kill”, I knew that “SET BLASTER TO STUN” would work, even though the game provided no explanation of the blaster’s settings. It worked. Unfortunately, letdowns occur throughout the game that prevent it from being a fun romp through Golden Age and TV sci-fi tropes.

The problem isn’t with the writing, which is pretty serviceable throughout, even earning extra points from me for using “its” and “it’s” correctly the entire time. The formatting is fine too, although it seems to miss a few blank lines here and there. The implementation, on the other hand, is a bit more deeply troubled. Several times, the game seemed to want to produce the effect of the room’s contents shifting in front of the PC’s eyes; the room description would print, then a line reading “The world around you suddenly shimmers and changes…”, encased with blank line or two on either side, and another room description would print. So far, so good.

Except that sometimes, the descriptions were identical. Other times, a third room description would print after the second one, with the “shimmer” line printing without blank lines preceding it. I doubt this was intentional — it’s a feature that needed more testing before the game’s release. Another serious problem is that in a climactic scene, the most important object is unimplemented. I was more than a little nonplussed to be told about a Nasty Evil Menace by the game, but to be told, “You can’t see any such thing” when I asked to examine the Menace.

The biggest problem, though, is the puzzles. First of all, there’s a maze. There’s no redeeming twist to make it interesting or better — in fact, the only twist makes it worse: the maze doesn’t use compass directions, instead relying (quite arbitrarily) on “left”, “right”, “forward”, and “back” instead. Consequently, you not only need to keep in mind where you are in the maze, you have to keep in mind which way you’re facing. This is the sort of thing that feels a lot more like work than fun to me in a game.

Perhaps even worse are a couple of authorial telepathy puzzles, which demand highly implausible or even nonsensical actions to solve, and offer no clues whatsoever as to these solutions. I’m not sure whether I object more the puzzle whose solution seems impossible based on its object’s description, or the one whose solution is just totally illogical. Either way, having them both in the same game is not a good thing. I have sympathy for people who struggle with puzzle design, because I’m one of them. But it’s better to have no puzzles at all than puzzles that aren’t any fun.

Rating: 5.2

Stranded by Rich Cummings [Comp01]

IFDB page: Stranded
Final placement: 37th place (of 51) in the 2001 Interactive Fiction Competition

The opening screen of Stranded bears the legend “A game written and designed by Rich Cummings, 1988/2001.” I didn’t pay much attention to these numbers when I started the game, but when I looked back at the transcripts to write this review, they started to make a lot of sense. The idea that this game was begun in 1988 would explain many of its more aggravating features. Take, for instance, the sudden death rooms. I found numerous spots where just entering the room would kill the PC. To make matters even more irritating, these deaths don’t happen as soon as the room is entered, because that could be remedied with a simple UNDO. Instead, the death occurs upon exiting. It’s a bit like those nasty jungle traps that catch your foot in a circle of downward-angled spikes — it’s not the stepping in that hurts you, but the extrication.

Back in 1988, freeware IF was still in its infancy, and in those ancient days, sudden death traps like these weren’t so terribly uncommon. Nowadays, we like to think that the art of IF game design has evolved, and traps like these are frowned upon as unfair and annoying. The same can be said for strict inventory limits and the inventory management problems that accompany them. Does Stranded have these? Yep, sure does. Let’s see, what else? Maze? Check. Near as I could tell, solving it doesn’t even yield anything good, either. Starvation time limit? Check, and several puzzles must be solved before the game even makes any food available. Size way too large for the comp? Check.

In fact, this game even somehow managed to break some aspects of the standard TADS parser so that it behaved more primitively, like so:

> shoot alligator
What do you want to shoot it with?

> gun
There's no verb in that sentence!

I doubt this feature was disabled on purpose, but its absence just makes the game feel like that much more of a throwback. About the only old-school feature I couldn’t find was a light source puzzle, and given that I couldn’t finish the game in two hours (could anybody?), for all I know there may have been one of those too. The IF competition has now been in existence for seven years, and yet we’re still seeing games designed before the advent of TADS, Inform, and the new wave of freeware IF. When will it end? Nobody can say, I suppose, but it can’t come too soon for me. It’s not that I object to old fashioned puzzlefests, or that I need every game to be Photopia, but darn it, we have learned some things in the past 13 years. Sudden death rooms are not challenging, not fair, and not fun. Mazes are dull. The idea that a PC could starve to death within a few hours, or even a few days, is silly.

More’s the pity, because Stranded has some strong features. It provides photos with every location and many of its objects, and some of this photography is really lovely. Of course, some of it is a little suspect — the photo of a large insect appears actually to be an electron microscope magnification of a very small insect. Still, even if one can’t help but wonder whether some of the game was built around what photographs the author was able to find, they still do an excellent job at enhancing the setting.

What’s more, this setting — a marshy, swampy island — is one we haven’t seen much of in IF, and I was intrigued by its possibilities, many of which the game included. As is typical of games designed before the competition existed, this one is way too large to be completed in 2 hours, even with help from the walkthrough. Consequently, I didn’t see the whole thing, but I didn’t need to. Stranded has lots of pretty pictures, some of which are even worth the effort to see. Its writing, while fairly bad in some places, does have its moments. But at bottom, it’s a game from 1988, gussied up and presented as new, but still unable to disguise its decaying roots.

Rating: 5.0

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

Thorfinn’s Realm by Roy Main and Robert Hall [Comp99]

IFDB page: Thorfinn’s Realm
Final placement: 28th place (of 37) in the 1999 Interactive Fiction Competition

For someone who has always loved playing IF, the first few attempts at programming it can be a giddy thrill. The smallest achievements can provide boundless amusement: “Look! I made some rooms that link together in crazy ways!” That’s why many IF authors, especially those who started programming IF during their adolescence (or even before) go through a stage of writing games that do all kinds of really crazy, annoying things. These games are usually brimming with smarmy, smart-assed responses to various fairly ordinary commands, because smart-assed responses are one of the easiest, most fun things for a novice to program. The games often do really annoying things, from a gameplay standpoint, just because those are things their author has just figured out how to do. Mazes are common, as are insta-death puzzles, silly objects/rooms, in-jokes, and self-referential appearances by the author.

Design isn’t a big consideration, and for that matter neither are consistency, logic, realism, or correct grammar and spelling. All these things take a lot of patience, and the fledgling IF author is way too eager to write the next snarky response to bother with them. Of course, many of these early efforts never see the light of day, something for which their authors find themselves very grateful five or ten years down the line. But some find their way out. Some authors even take the trouble of porting their old efforts so that the games can reach new audiences (Andrew Plotkin‘s Inhumane is a case in point). I don’t know whether Thorfinn’s Realm is the product of novice programmers (or a port of such.) It may not really belong to this category of game, but it certainly feels like it does. It’s a game that does many things wrong, and has lots of irritating misfeatures and errors, but is still endearing nonetheless for its abundant energy and enthusiasm.

The plot is a goofy contrivance for a treasure hunt, something about time-traveling back to the 10th century to join a time-travelers club. Of course, the introduction is careful to explain, the club has gone ahead of you to set up a few “surprises”, a rationalization which serves to explain any strange anachronisms you might find, such as oh, say, flashlight batteries lying around. Hung on this framework is a string of lots of the most irritating puzzles/features from the earliest IF games.

There’s a 4 item inventory limit. This limit can be contravened with a rucksack later in the game, but even the rucksack has a limit. There’s a maze, almost at the very beginning of the game. There’s a “replace the light source” puzzle, which basically entails saving and restoring to replay the first 200 moves over and over until you’ve found the aforementioned flashlight batteries. At times I felt like I was having an extended flashback to the early 80s — I’m thankful there was no starvation puzzle or I might have permanently lost my mind.

Along the way there are a host of misspellings, objects missing descriptions, lapses of logic, and lots and lots of smarmy parser rejoinders. Take, for instance, the following:

>EXAMINE LOGS
Captain's log, stardate 950 AD. Some idiot is poking around in a fireplace.

I can almost picture the programmers chortling with glee, savoring the oh-so-clever wordplay and hoping some suckers examine the logs in the fireplace so that they can be the target of that zinger. The player who finds it, on the other hand, grimaces for a moment and then moves on (or at least that’s what I did). Who had more fun in this scenario? Thorfinn’s Realm is full of moments like these, things that are aggravating for the player but which were presumably fun for the authors to create.

Now, let me back off a few steps. First of all, I recognize that I’m setting up a strawman in the above paragraph. It is certainly possible that the scenario I describe above is very far from the truth, and that the authors genuinely thought that the in-jokes, self-references, light source puzzle, etc. etc. would really be fun for the player. Not probable, I admit, but possible. Secondly, I can’t stay mad at Thorfinn’s Realm for long, despite its many flaws. For one thing, in spite of its cracked design and sometimes wobbly English, the game is coded pretty competently. I found very few bugs, aside from the occasional elided description, and lots of verbs and nouns are accounted for in the parser.

But more importantly, there’s just such a verve to the whole thing. It’s a quality much more difficult to put into words than the game’s problems are. Something about the gestalt of the whole package — puzzles, setting, prose, and the rest — conveys an infectious enthusiasm for the medium of interactive fiction. Come to think of it, that’s another quality that Thorfinn’s Realm shares with the earliest IF, but a good quality. Those early games had many characteristics whose passing is unlamented, but they also had the bright-eyed excitement of explorers mapping uncharted territory. In capturing the feel of the early days of IF, Thorfinn’s Realm finds not just its curse, but its blessing as well.

Rating: 6.4

Erehwon by Rick Litherland as Josiah Pinkfoot [Comp99]

IFDB page: Erehwon
Final placement: 11th place (of 37) in the 1999 Interactive Fiction Competition

Erehwon reminded me of a Saturday Night Live skit I saw years ago. I don’t remember the details very well, and no doubt somebody will step in to correct me, but the basic premise was something along the lines of a group of people who wrote a numbered joke catalog, and when they’d get together for their annual convention, they’d just sit around and say things to each other like “Hey, number 534!” and then roar with laughter. Wandering through Erehwon, I felt like an outsider at that convention. There were plenty of inside jokes, some of which seemed to be oriented towards residents of the U.K., though of course, I couldn’t tell. Even the walkthrough would occasionally say things like “If this doesn’t mean anything to you, don’t worry about it.” OK, whatever. But it wasn’t even so much the inside jokes that made me feel like an alien visitor as much as it was the heavy emphasis on mathematics and geometry. For me, a game that says “the dual of a Platonic solid!” means about as much as a game that says “Hey, number 534!”

Erehwon seems to make a basic assumption that the player will find things like dodecahedrons and Hamiltonian circuits interesting, and that assumption led me to suspect strongly that I’m not part of the target audience for this game. Am I confessing to some sort of failure to reach the proper heights of geekdom here? (And I mean “geek” in the positive sense, let me hasten to add.) I know a lot of IF devotees approach it from the Computer Science side, and could sit endlessly enraptured in discussions of, say, non-Euclidean geometry. I’m not one of them. I come more from the Lit. side, and could sit endlessly enraptured in discussions of, say, feminist theory and postmodernism. There is an appearance by Stanley Fish, the namesake of a prominent literary critic and advocate of a theory of reading which fits in particularly well with IF, but the game never gave much indication that it recognized the allegiance. Or if it did, it sailed over my head along with many of the other references. For these reasons, Erehwon underwhelmed me, not primarily through any specific fault of its own, I think, but just because we’re not a particularly good match.

However, I do have some complaints that stem specifically from my viewpoint as an IF player. Heading the list of these is a huge maze. Again, I recognize that this is probably my own prejudice, but I just don’t like mazes. I don’t care how mathematically cool they are — I still don’t like them. Now, in fairness, I must point out that the game does provide for a couple of solutions which obviate the need to map the maze. However, as a player I had no way of knowing that without reference to the walkthrough, and therefore ended up spending much of my first hour of Erehwon gritting my teeth and trying to map this giant maze. You might contend that I should have understood that mazes without alternate solutions are simply unacceptable in modern IF and looked harder for the alternate solution, taking it on faith that one existed. Maybe so, but I find that I can take very little on faith in comp games — after all, I would think that proper spelling and grammar would be de rigeur as well, but plenty of games lack those basic ingredients (not that Erehwon was one of them.)

Besides, the path to those solutions is blocked by the other problem puzzle in the game, a puzzle which echoes one that appears in Trinity, but enlarges it for no clear reason. The main problem with this puzzle is that it violates one of the basic tenets outlined in Graham Nelson‘s classic Player’s Bill of Rights: not to have to do boring things for the sake of it. Indeed, a winning session will involve several trips through this puzzle, each of which entails ten moves at the very least, and it’s not at all clear that the size of the puzzle adds anything positive to the game. Aggravating the situation, the puzzle also has a rather arbitrary solution, at least so far as I could tell, and following any other track will get you hopelessly lost, making the whole thing into the basic equivalent of yet another maze.

It’s clear that there is a crystalline and beautiful mathematical philosophy behind each of these puzzles, but for me as a player, the translation of those philosophies into interactive fiction was awkward and unsuccessful, an ambitious washout. Much the same could be said for an alternate mode of navigation with which the game experiments. I tried it for a bit, and indeed was forced to use it at a couple of points in order to solve puzzles (puzzles that seemed arbitrarily constructed to require the alternate navigation method), but avoided it much of the rest of the time. I did appreciate the irony, though: in most games, the objection to the compass rose approach to navigation is that you don’t have a compass. In Erehwon you actually do have a compass, but are nonetheless forced to abandon compass-rose navigation at several points. I thought that was pretty funny. Indeed, there are lots of funny moments in Erehwon, one of its main strengths being its humor. Most of the inside jokes were past me, but there were quite a few funny moments that required no special knowledge to enjoy. For instance, this exchange with the parser:

>N
North Boulevard

On both sides of the so-called boulevard (more of a dirt track) is an
impenetrable ferret.

>X FERRET
Did I say ferret? I meant forest. It's stoatally impenetrable.

As I laughed, I was reminded of some of the funnier moments in Hitchhiker’s Guide, where the parser momentarily rears up to take on a personality, using its trusted status as the reliable narrator to pull the rug out from under us and make us laugh at the same time. Those of you who’ve played Hitchhiker’s will know what I’m talking about. Those of you who haven’t: Hey, number 534!

Rating: 5.4