The Recruit by Mike Sousa [Comp03]

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

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

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

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

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

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

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

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

Rating: 9.3

Episode in the Life of an Artist by Peter Eastman [Comp03]

IFDB page: Episode in the Life of an Artist
Final placement: 11th place (of 30) in the 2003 Interactive Fiction Competition

My wife used to teach a college course called “Shakespeare For Non-Majors,” which was usually full of business and engineering students, there either to fulfill their dreaded “Literature and the Arts” core curriculum requirement, or else to, as she sometimes put it, “get their Cultural Literacy cards stamped.” Students generally came into this class with one of two attitudes towards Shakespeare. Some of them hated him — they called him “boring”, and groused of having him thrown at them all their lives as some sort of ultimate authority. Usually, a major part of these students’ problem was that they actually just didn’t understand the meaning of the words when they looked at a Shakespeare text.

The other category of students loved Shakespeare, and actually embraced and revered him as an ultimate authority. They would claim stridently that he was the Greatest Author Of All Time, that he had a perfect understanding of Human Nature, that his works are Timeless, and that every scrap of his texts embodied Deep Truth. Interestingly, these students usually also didn’t understand the meaning of the words when they looked at a Shakespeare text, but they knew enough to recognize that much of our culture sees Shakespeare as a dispenser of wisdom, and believes that if you can quote strings of words from his sonnets or plays, that ability indicates that you’re an intelligent person with great insights about life.

The PC of Episode is one of this latter type. His life could hardly be more mundane — he gets up, gets dressed, eats breakfast, and goes to work at a factory, where he spends all day in front of a conveyor belt putting green widgets on red wodgets. Yet he thinks of himself as smart and wise — an artist, in fact, and hence the title. “No one could put those widgets together like I could,” he says of himself. A large part of his faith in his mind and soul comes from the fact that he carries around a book of quotations, of which he has memorized great swaths, and he can pull out a quote for even the dullest occasions. Yet, as the text makes plain, knowing a quote isn’t the same thing as understanding it. For instance, when an unexpectedly blue widget suddenly appears on the conveyor belt:

Ralph Waldo Emerson said that a foolish consistency is the hobgoblin of little minds, and he knew what he was talking about. He knew that sometimes the widgets would be green, and sometimes they’d be blue. So I’ve been doing this job for eight years, and every widget I’ve ever seen has been green. That doesn’t mean the next one won’t be blue. You’ve got to just take what comes and go on with your job. Emerson understood that, and that’s why he was such a great genius.

Of course Emerson wasn’t thinking of blue and green widgets when he wrote the “foolish consistency” line, and of course that line comes from a much larger explanatory context, but those things don’t bother the PC a bit — in his mind, he has access to Emerson’s “great genius”, to what literary critic John Guillory (swiping a term from sociologist Pierre Bourdieu) called his “cultural capital”, and that genius is helping the PC deal with a difficult situation. In fact, all he’s really doing is taking his own thoughts and slapping the label “Emerson” on them so that he can call them wise and not have to question them any further. This trait permeates the character, and makes him one of the most intriguing PCs I’ve seen in an IF game for a long time.

The design of Episode nicely reinforces the PC’s character. At first, I was annoyed with it for making me go through such extremely quotidian tasks as showering, picking out clothes for the day, and so on. Once I grokked the PC a little better, though, I loved the game for doing that. By forcing me to step through those tasks, and to experience the PC’s unwavering interest in and enjoyment of them (as well as hearing his ceaseless grab-bag of quotes applied to them), the game let me become closely acquainted with the PC’s mindset in a way that still felt interactive and advanced the plot. Because it’s preceded by such an exceedingly ordinary morning routine, that blue widget and the PC’s shock at it carries much more of an impact than if it had been the beginning scene of the game.

Speaking of shock, I was rather jarred by the fact that the game apparently takes place in the Zork universe. The PC carries a five-zorkmid bill in his wallet, finds a Dimwit Flathead lunchbox, and so on. Now, granted, one of the game’s major plot points rests on its Zorkian setting, but it feels a little strange to see references to people like Emerson and Shakespeare, or to see crates labeled “USDA GRADE A”, as if those things had some part in the Zork universe. There’s also the fact that nowhere does the game acknowledge that permission for use of these things was sought or received from Activision. It’s almost as if the game itself takes some part of the PC’s simple-mindedness.

That’s what’s so puzzling, and vexing, about this game. For all that it seems to be very cleverly written and designed, it also suffers from these logic gaps, as well as from sloppy coding and some serious bugs, one so bad that it can derail the game completely and force the player to a RESTORE or multiple UNDO. With a game like Rameses, part of the clue to look beyond the surface of things is the fact that the game is obviously coded with intelligence and care. I didn’t find that to be the case with Episode — aside from the aforementioned bug, I suffered synonym problems, guess-the-verb, and basic weirdnesses like the fact that the score stayed 0 out of 100 for the entire game.

I found no mechanics problems with the prose, which made the lackluster coding feel all the more odd. I still can’t decide whether this game is the product of great writing skill paired with novice coding abilities, or whether it’s just a not-very-good game that ended up unintentionally profound. If it’s the former, Episode would benefit greatly from a once-over by someone like Mike Sousa, who enjoys collaboration and whose TADS skills are impeccable. If it’s the latter, well, I guess I’m about to give my highest score ever for a bad comp game.

Rating: 8.4

About my 2003 IF Competition Reviews

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

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

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

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

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

MC: By placing 2nd. : )

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rating: 9.8

No Time To Squeal by Mike Sousa and Robb Sherwin [Comp01]

IFDB page: No Time To Squeal
Final placement: 4th place (of 51) in the 2001 Interactive Fiction Competition

Sometimes two heads really are better than one. Take Robb Sherwin, an author with writing ability and panache to spare, but whose comp games have traditionally been major-league bugfests. Combine with Mike Sousa, whose Comp2000 entry At Wit’s End proved that he was capable of thorough, polished implementation and taut pacing, though his prose didn’t particularly draw attention to itself (for good or bad.)

The result is a game that uses each author’s strengths to its best advantage. NTTS had me on the edge of my seat almost immediately, invested in the characters and sweating through the rapidly mounting tension. That sick, scared, hollow-stomached feeling isn’t one I tend to enjoy, even when it’s produced by fiction — that’s why serial killer horror is a genre I usually avoid — but I have to admit, this game did an excellent job at producing it. Very short scenes, whose interactions are limited to a few, very obvious moves, pile rapidly atop one another, screaming towards a conclusion that left me breathless, saddened, and a little confused.

Right about then, the game did something that really pissed me off. Of course, I didn’t know at the time to be pissed off about it — I only found out later, after spinning in frustrated circles, trying to make progress. And even though this move is one of the major surprises in NTTS, I’m going to spoil it now, because to my mind, it’s a terribly unfair trap lying in wait for people who approach IF like I do. You’ve been warned.

What happens is that NTTS appears to end tragically. It then offers the standard “Please enter RESTORE, RESTART or QUIT” prompt, and indeed, you can restore or quit from this prompt, and those functions will work as advertised. RESTART, however, doesn’t really restart the game but instead moves it to its next section. Now, it’s true that this is not a new idea. At least one other game pulls a similar trick, but in that game, no matter what you type at the question’s prompt, the letters RESTART appear. NTTS, however, offers a system prompt at which some responses will generate system actions and other responses will generate game actions.

This is a very, very bad idea. You know why? Because I chose RESTORE, that’s why. I restored my game, trying to “win” that first section, and failed, not knowing that failure was the only option. I was about to restore again, but I just couldn’t think of anything new to try, so I checked the walkthrough, and found out that the way to solve this “puzzle” was to type RESTART at a system prompt that really wasn’t. This is dirty pool. If you’re going to sneakily integrate system prompts with the game, at least have the courtesy not to make the feature into a puzzle, because solving a cheating puzzle isn’t any fun.

I approached the rest of the game with wariness and caution, unwilling to get too drawn in, which is too bad because NTTS apes Photopia‘s viewpoint-fragmentation (though not so much its time-fragmentation) to great effect, in the service of telling an interesting, multi-layered story. Of course, it was a story that still left a few major plot danglers swinging even when it reached its real conclusion, not to mention threw in cultural references from Jack The Ripper to Lewis Carroll without much to support them. Still, it was engaging stuff, and was peppered with one or two really clever puzzles. The overall design was solid, save for the one flaw, but that flaw was so glaring, I really can’t ignore it. No Time To Squeal demonstrates that great things can happen when two IF authors combine their strengths, but unfortunately, it also shows that even teams still have their weaknesses.

Rating: 7.4

At Wit’s End by Mike Sousa [Comp00]

IFDB page: At Wit’s End
Final placement: 17th place (of 53) in the 2000 Interactive Fiction Competition

“Expect the unexpected” may be a cliché, but there are a few things for which it is the perfect description. At Wit’s End is one of these things. This game’s plot has more twists and turns than a mountain road, and most of these surprises consist of various misfortunes for the hapless PC. In some games (e.g. Bureaucracy), I think this kind of plot could be intensely aggravating, but in this one, I thought it worked beautifully — each new twist injected drama and suspense into the situation, but the combined weight of all of them gave the story a comic feel which counterbalanced nicely against all the cliffhanging turmoil.

Of course, since the surprises are half the fun of AWE, I certainly won’t give them away here, but suffice it to say that the game strings together one fairly plausible situation after another, ending up with a string of bad luck that’s so unlikely it’s funny, even though it’s hard to laugh while you’re frantically trying to think your way out of the latest mess. In fact, the one thing I was worried about during my initial time with the game was that the whole thing would be too linear: “something bad happens — solve it. OK, something else bad happens — solve that…” for 10 or 15 bad things in a row. Luckily, after an admittedly lengthy opening sequence of linear puzzles, the game wisely broadens into a more traditional middle section, where several puzzles must be solved in order to bring about one overall result.

Speaking of puzzles, most of them worked quite well for me. Certainly the opening sequence presented situations that were quite logical — I found I sometimes needed to think a bit before I could come up with the right answer, but when I did come up with it, it felt right and made sense. Because of the tightly timed nature of some of these puzzles, I did come up against the death/failure message a bit more often than I’d have liked, but this is more my own fault than the game’s.

AWE isn’t one of those games that give you one move to figure out the right action and kill you if you don’t do it; some of the puzzles have four- or five-move time limits, but these limits make sense in the context of the puzzle situation, and they did succeed in creating a strong sense of urgency in me, whereas shorter time limits tend just to annoy me. There’s a time limit for the midgame, too, but it’s quite generous, and I found that it wasn’t necessary to motivate me — I was already frantic from the initial string of puzzles. I think this is a smart design choice on the game’s part, one that lent a sense of tension to a midsection that might otherwise have sagged. Rather than feeling a letdown at having to explore and put together multi-step processes, I continued to feel on edge, as befit the character’s situation.

Unfortunately, these multi-step processes comprise the game’s one significant flaw. Sometimes, in its fervor to crank up the puzzle intensity along with the story intensity, the game overloads certain puzzles, thrusting them into the Babelfishy realm of the ridiculous. One puzzle in particular, probably the most byzantine of them all, really strained the bounds of believability for me. It’s one thing to have a plot where misfortune piles upon misfortune, but when consistent, ongoing bad luck is a key feature of a puzzle, it’s hard not to feel that the game has unfairly stacked the deck against you.

I guess the lesson is that, for me anyway, when rotten luck is part of the plot, it still feels like the game is playing fair, because really bad days happen, but when the rotten luck is part of a puzzle (especially the kind of rotten luck that makes you think “but that wouldn’t really happen!”), it feels like the game is cheating. This quibble aside, AWE is an excellent piece of work. The writing, though nothing special, is serviceable, and the coding is really outstanding. The game notices and comments on lots of little things, which really deepens immersion, as does AWE‘s thorough implementation of all first-level nouns. The best part, though, is the plot. At Wit’s End has one of my favorite plots of any competition game from this year, one that kept surprising me even after I had figured out to expect the unexpected.

Rating: 8.8