Slouching Towards Bedlam by Star Foster and Daniel Ravipinto [Comp03]

IFDB page: Slouching Towards Bedlam
Final placement: 1st place (of 30) in the 2003 Interactive Fiction Competition

NOTE: Because STB is one of those games whose entire point is to figure out what’s going on, some parts of this review could be considered spoilers.

For me, Comp03 has been Homecoming Year. First Mikko Vuorinen, then Stefan Blixt, and now, of all people, Dan Ravipinto, whose great, ambitious game Tapestry made a huge splash in 1996 by using the IF medium to explore ethical choices, allowing multiple paths through the game without attempting to privilege any one path as the “proper” one. Ravipinto then proceeded to utterly disappear from the face of IF, seemingly never to return. All is not as it seems, however, for here he is again, having enlisted the aid of a friend to produce another game of multiple paths, this time set in a steampunk universe with Lovecraftian overtones.

All is not as it seems in STB either, which makes reviewing it rather difficult. As I say above, the point is to figure out what’s going on (and what you’d like to do about it), and what’s going on is really quite complicated, but at least part of it involves the IF interface itself. Integrating interface and story has long been an interest of mine, which played itself out somewhat in LASH‘s “remote robot” conceit; STB takes a rather different tack, finding a completely dissimilar and ingenious explanation within the plot for the PC’s inevitable amnesiac and kleptomaniac traits, as well as the ability to jump about in time via RESTART, RESTORE, UNDO, and the like. Even stranger, you encounter tales of others in the story who have those same unusual powers.

I only figured all this out gradually, and some of it I didn’t figure out at all, having turned to the hints in order to see the end of the game. Or rather, an end to the game. Like Tapestry, STB offers an array of choices while attempting not to prefer any of them over the others, and these choices lead not only to a variety of endings, but to significant differences in the entire third act of the game. Now, I suspect that most of us, having been raised with pulp narratives about saving a threatened humanity, will find ourselves striving towards a particular ending as the “right” one, but STB rather slyly requires some extremely distasteful acts to progress on that particular path, which balances things out somewhat.

In the end, I felt that there really were no good choices, and the idea of doing the least harm to the least number still depended distinctly on who was doing the counting. Still, ultimately most of us are likely to be loyal to our own species, and so just as with Tapestry, even though multiple paths were available, there was still one that felt much more right to me than the others. That’s the brilliance of these games, though. If The Erudition Chamber is like a “What Kind Of IF Player Are You?” quiz, then Slouching Towards Bedlam is more like a “What Kind Of Person Are You?” quiz.

I guess I’ve written a lot about this game, but not much yet about what I thought of it. Well, I liked it very much. The story really drew me in, and I love the way the plot flowed smoothly from puzzle to puzzle. Even though there was quite a bit of inevitable infodumping, the wonderfully intense atmosphere of the hospital and other parts of London kept my unflagging interest. In fact, there are some parts of the game — the opening scene, the first major signs of strangeness, and the case file, for example — that I found purely spellbinding. The writing, too, was strong, keeping a Victorian mood without descending much into caricature.

There was one problem with the prose, though — for its own reasons, the game chooses to express player action predominantly in the passive voice, avoiding the word “you” as much as it can. It transfers agency to outside objects wherever possible, but sometimes it must describe the PC doing something, and here it occasionally trips, with descriptions like this (very minor puzzle spoiler ahead):

>look under blotter
Beneath the blotter is a small key, easily taken. It carries a small
tag labeled '2D'.

“Easily taken” doesn’t tell me that the PC has picked up the key, just that it would be easy for the PC to do so. Nevertheless, a subsequent inventory check reveals that the PC has indeed taken the key. From time to time, STB‘s passive voice emphasis afflicts it with this sort of muddiness.

That quibble aside, the writing worked really well, and the coding was similarly solid — I found no bugs at all. In fact, between the game’s puzzlebox premise and its lack of flaws, I’ve found this review rather hard to write, so I’ll just close by saying this: play Slouching Towards Bedlam. Your time will be well-spent, and you may find that it remains with you in entirely unexpected ways.

Rating: 9.6

The Atomic Heart by Stefan Blixt [Comp03]

IFDB page: The Atomic Heart
Final placement: 10th place (of 30) in the 2003 Interactive Fiction Competition

Comp03 is starting to feel like Old Home Week. First there was the return of Mikko Vuorinen, and now here’s a brand new game from Stefan Blixt, author of Comp97’s Pintown and Comp98’s Purple. Pintown, in my opinion, was an unwinnable disaster, and I found Purple to be very poorly implemented as well, albeit full of fun ideas. The Atomic Heart, I’m sorry to say, is in just about the same shape as Purple.

The game’s concept is that old science fiction nugget about the machines gaining consciousness and battling mankind, but it’s enlivened by the IF presentation, in which the PC is a nanny robot (albeit with a very minor twist, revealed only in game-ending scenes) who bears no hostility towards humanity. “PC as robot” has certainly been done and done much better by other games, as has the twist gimmick, but not in combination (so far as I know) with the “robots vs. humans” plotline, and I liked the idea of playing a robot whose mission is to save humanity from other robots. There were a number of interesting details in the writing, and the structure of the story was good too, with surprising revelations, an exciting climax, and a satisfying ending.

Unhappily, though, the game’s incredibly shoddy implementation demolished any chance I had of enjoying its story. Even more irritating, most of the game’s problems are attributable to nothing but carelessness. For example: synonym problems. There’s a photo that can’t be called a picture. There are “trainers” that can’t be called shoes. There’s this exchange:

>examine bulk integrity module
I only understood you as far as wanting to examine the bulk integrity
module.

“Well,” I had to ask, “isn’t that far enough?”

There’s more, though. Newlines are added or subtracted willy-nilly, giving the game a sloppy appearance. Losing endings are utterly unmarked as such, making them feel more like bugs than dead-ends. There’s a database that supposedly can provide all kinds of information to the robot, but when CONSULTed, even about the topics the game says it knows, all that ever seems to happen is that “You discover nothing of interest in the database.” Then there’s the delightful old “Which do you mean, the eighteenth century bottle or the eighteenth century bottle?” problem. Worse yet, one of the game’s main actions requires incredibly finicky syntax, and that action must be performed again and again in a successful game session.

After about an hour, I was so frustrated with the game’s inability to understand basic things that I started going straight from the walkthrough, and was gobsmacked to discover that even the walkthrough is loaded with commands that don’t work. I can think of no possible excuse for this. Apparently the walkthrough is a command transcript of the game’s author, or someone who has similar inside knowledge, playing the game through to conclusion, but if even the freaking walkthrough document can’t easily figure out how to phrase its commands, isn’t that a really big clue that the game is under-implemented? I think so.

I have to say, I really can’t figure this out. You take good idea, write an interesting story, make up some cool puzzles and such, then you put it together in such a slapdash way that almost nobody could enjoy it. I dunno, maybe there’ll be a big handful of glowing reviews for this game and I’ll discover that I’ve just become uptight and overly picky, but my experience with it was just so aggravating. The game even credits testers, but if the evidence of the walkthrough is any indication, just because a problem is obvious doesn’t mean it will be fixed. But WHY NOT? Why why WHY release something that is so much worse than you know it could be? Take some pride in your work, for heaven’s sake.

I guess this is all getting a little ad hominem, and I don’t mean it to be, but games like this just make me want to pull my hair out. There is just no plausible reason for a game to have problems like this, not with testers and playthroughs that clearly found them. Look, your job as a game author is to make sure your game is the best it can be. Do your job.

Rating: 4.4

The Adventures of the President of the United States by Mikko Vuorinen [Comp03]

IFDB page: The Adventures of the President of the United States
Final placement: 21st place (of 30) in the 2003 Interactive Fiction Competition

It’s been a long time since I’ve played a Mikko Vuorinen game. The last one was his 1999 comp entry King Arthur’s Night Out, which bizarrely recast King Arthur as a henpecked husband in a domestic farce. Some people, like Adam Cadre, apparently found this hilarious, but it mostly left me cold. Still, I was pleased to see Vuorinen’s name on a comp entry this year, and playing TAOTPOTUS felt like a reunion with a seldom-seen relative — even though its behavior was often exasperating, I couldn’t help feeling a certain fondness for it, both because of its reliably predictable traits and because of my sense of shared history with it.

Vuorinen hasn’t lost his affection for putting iconic figures into strange and comical circumstances, and indeed one of the most charming things about TAOTPOTUS is its gleeful disregard of realistic IF conventions. Consider, for example, this bit of game territory:

The United States of America.
Good old USA, in your mind the greatest country in the world. Home of
you and millions of other fellow Americans. The White House is a
magnificent place, but once in a while it's good to see the real
world. As you know, Canada is to the north and Mexico to the south.

> n
O Canada.
Their home and native land.
Lots of trees and that's about it.

To the west is Alaska and to the south the rest of the United States.

Next to you is a particularly tall maple tree.

This isn’t any kind of carefully worked-out fantasy trope — it’s not as if the President is suddenly a literal giant, walking across the continents in state-spanning strides, though at times it’s hard to avoid that mental image. Instead, it has the childlike feel of marching an action figure around a big map of the world, having little adventures in different places without much regard for any sort of fictional coherence. I mean this in the best possible way. I loved feeling like I was part of an innocent “let’s pretend” session, miniature toys tromping across a world-themed game board.

From the game’s title, I was wondering if it would be a political satire, but as close as it comes is to suggest that perhaps our President really does see the world in terms as abstract and simplistic as these. Then again, maybe that’s plenty. There are some moments that suggest a gentle satirical agenda, such as when you try to go south from Russia and are told “You don’t want to go to the Middle East. Some people there might not like you.” There are also some moments that that made me laugh out loud, such as when I typed HELP and was told, “You do not need any help. You are the President of the United States of America.” I tried to STOP THE WAR, but sadly the game informed me that the word “war” is not recognized. If only that were true.

Unfortunately, fun with icons wasn’t the only Vuorinen trait that made it into this game — there are also a handful of good old guess-the-verb puzzles as well, along with the typical admonishment in the walkthrough that there are no guess-the-verb puzzles, and that the game should be simple enough for anyone to finish without clues. I got stuck on the very first puzzle, and discovered from the walkthrough that, just like in King Arthur’s Night Out, there’s an item that needs to be SEARCHed, even though examining it yields a dismissive response. Some of the puzzles made sense to me, but there were others that really felt like an exercise in reading the author’s mind.

The environment (what there was of it) was reasonably well-implemented, though there were several bits of dodgy English, and I struggled from time to time with the deficiencies of the Alan parser. I also need to take a moment here to grouse about the typically feeble Alan game engine, which fails to include such essential bits of functionality as UNDO, AGAIN, and especially SCRIPT. I really dislike having to periodically copy the scrollback buffer into a text editor in order to keep a record of my interaction with the game, especially since I only belatedly remembered that this buffer keeps a rather paltry amount, and consequently I lost the transcript from my first 15 minutes or so with the game. Okay, I feel better now that I’ve vented. Overall, TAOTPOTUS is brief and kinda fun, and if you’re a Vuorinen fan, you’ll probably like it a lot.

Rating: 7.5

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.

King Arthur’s Night Out by Mikko Vuorinen [Comp99]

IFDB page: King Arthur’s Night Out
Final placement: 22nd place (of 37) in the 1999 Interactive Fiction Competition

This game depicts King Arthur in a way I’ve never seen him before. Instead of tragic hero, noble warrior, or eager wizard’s apprentice, it’s King Arthur as… henpecked husband? Yes, you as King Arthur just want to head to the pub for a pint or two with “Lance” and the boys, but your wife, the uncharacteristically shrewish Guinevere, wants you to stay home while she sits on the bed, knitting. The puzzle, then, is how to get out without her knowing. It seems to me that this plot could have easily taken place in a suburban house rather than Camelot. Yes, Excalibur makes an appearance, but even with that addition the game is still a rather pedestrian affair with a superficial sheen of Arthurian trappings laid on. I’m not convinced that this sheen improves the game. There’s an element of the unexpected, I suppose, in seeing Arthur cast in such a strange way, but the surprise does little to illuminate either the Arthurian mythos or the game itself. In addition, the henpecked husband stereotype has never been one that I’ve found all that compelling, so mixing it in with the legend of King Arthur shatters the power of the legend while doing little to enliven the stereotype.

King Arthur’s Night Out suffers in several places from “guess-the-verb” weaknesses. There is an item that, when SEARCHed, will yield an important discovery. However, if you look in, shake, push, open, or examine it, you won’t find a thing. In another spot, you must retrieve an item from underneath something else. However, you can’t crawl under this thing, nor lift it, nor just get the item from underneath it. The puzzle has a logical solution, but because such a specific wording was required, I didn’t find that solution until I checked the walkthrough. I felt annoyed when I discovered the answer, because it was no more complicated that the things I had been trying, things which got no response. How was I supposed to know that this particular method had been implemented, I wondered, when 5 others weren’t? I think my experience contains a lesson for me as an author — puzzles shouldn’t consist of hunting around for the one method which the author anticipated. The author should anticipate three or four methods of solving a puzzle, and implement them all, either as alternate solutions or as dead ends which will help point the player toward the correct method.

Having griped about that, I will say that the game was coded quite well overall. Many actions were accounted for, especially in areas which weren’t puzzles. I found no bugs in playing the game, and only a very few errors in the prose mechanics. I still didn’t have a particularly great time playing the game, but a large portion of that reaction is due to the fact that I didn’t find the premise very interesting. Perhaps people who enjoy broad domestic farce would like it more. In addition, if a second edition of the game emerges that implements the puzzles a little more robustly, King Arthur’s Night Out will be a solidly coded, if a little bit odd, piece of interactive fiction.

Rating: 7.2

The City by Sam Barlow [Comp98]

IFDB page: The City
Final placement: 13th place (of 27) in the 1998 Interactive Fiction Competition

The City gave me a very strong sense of deja vu. So many parts are hauntingly familiar. Here’s the story: You wake up, not knowing who you are, where you are, or why you are wherever you are. Sound familiar yet? If not, here’s more: You seem to be trapped in a surreal and inescapable institution. (This institution is called “The City”, hence the name of the game. Yes, that’s right. It’s not about an actual city.). Does this ring any bells? OK, here’s more: your situation is iterative, bringing you back to the same point over and over again. No? Well, how about this: at one point during the game, when you give a command that goes against the narrative’s wishes, the parser replies, in bold letters: “That’s not how you remember it.” This should definitely sound familiar to anyone who’s played the latest Zarf offering. Plotwise, it’s as if somebody chopped up Mikko Vuorinen’s Leaves (another escape-from-the-institution game whose name had only tenuous relation to its contents), added two tablespoons of Andrew Plotkin’s Spider and Web, garnished with a sauce of Greg Ewing’s Don’t Be Late, threw in a pinch of Ian Finley’s Babel, put the mixture into a crust made from tiny pieces of various other text adventures, stirred, baked for 45 minutes at 350 degrees, and served it up for this year’s competition. Now, I’m not entirely convinced this is a bad thing. I think that lots of great works of art, interactive fiction and otherwise, are really just inspired melanges of things that had come before, so I’m not particularly opposed to such derivation on principle. For me, though, some of the derivative aspects of The City didn’t work particularly well. This was especially true for the Spider and Web stuff — I felt that the game crossed the line between homage and rip-off, heading the wrong direction. In addition, the convention of waking up with no idea of who you are or where you are, despite how well suited it is to IF, is starting to feel very tired to me. Perhaps I’m just jaded, or burnt-out, but when I saw the beginning I said “Oh, not another one of these!”.

Now, this is not to say that the entire game was derivative. The plot certainly didn’t break any new ground, but certain aspects of the interface were imaginative and innovative. The City does away with status line and score, not to mention save and restore. Abandoning the first two precepts did lend the game a greater sense of rawness, of the interactive experience being immediate and unmediated by any artificial tracking devices. The absence of save and restore, on the other hand, was a pain in the neck. See, as much as IF might want to emulate real life, it’s never really going to be real life. Consequently, there will be times when I only have 15 minutes to play a game and want to at least get a start into it. Or when a fire alarm goes off and I have to shut things down. Or when my wife wants to go to sleep, and I need to turn off my computer (which is in our bedroom.) You get the idea. At those times, I want to preserve the progress I’ve made. I don’t want to have to start from scratch, and I don’t care how short the game is, I don’t want to waste my time typing in a rapid series of commands to get to where I was when I had to leave the game last time. Especially since with my memory, I’m likely to forget one or two crucial actions which will then oblige me to start over again. Here is the lesson for game authors: please do not disable interface conveniences in the name of realism. It will not win admiration from your players, at least not from this one.

One innovation I did like in The City was its expansion of the typical IF question format. The game allowed not only the typical ASK and SHOW constructions, but also questions (both to the parser and to other players) like “Why am I here?”, “Where am I?”, or “Who are you?” Now, it didn’t allow question marks, which made the whole thing look a bit strange syntactically, but I found it did have a pretty good record of responding realistically to reasonable questions. I can imagine how much work must have gone into this feature, and I think it really made a difference — I felt much freer to question NPCs in a much more lifelike way. Even when I bumped into the limits of this realism (with questions like “what is going on here?”) I still felt outside of the bounds of traditional IF. Unfortunately, the energy that went into this innovative question system must have been leached out of other technical parts of the game. There were a number of bugs in the game, including one that rendered the game completely unwinnable, forcing me to, you guessed it: restart. Since I couldn’t save, and since the bug happened about 2/3 of the way through the game, I had to completely restart and type in all the commands that had brought me to that point — you can be certain I was grinding my teeth the whole time. In a non-competition game I almost certainly would not have bothered, choosing not to finish rather than to waste my time in such a manner. If anybody needs another reason not to disable save and restore, it’s this: when bugs in your code force the player to go backwards, that player will not appreciate having to back all the way up to the beginning. In addition to the bugs in the game’s coding, there were also a number of mechanical errors with its writing as well. These were not egregious, but they were there, and wore on what little patience remained after the bugs, the disabled conveniences, and the ultimately frustrating nature of the plot itself. I think the question system from The City is a valuable tool that could be well-used elsewhere (though I’d appreciate the ability to punctuate my questions with question marks). I would be very happy to see that system integrated into a game with an original plot, working code, and error-free English.

Rating: 5.5

CC by Mikko Vuorinen [Comp98]

IFDB page: CC
Final placement: 18th place (of 27) in the 1998 Interactive Fiction Competition

CC is a dreamlike piece of work that starts out in a void and moves into a desert. Its landscape remains spare, and the meaning is never clarified at any point in the game. Things never make all that much sense, and even after the ending “revelation” I never felt like I had any more understanding of the game than I started out with. The author is aware of this, and says in the text included with the game “You probably won’t understand what the game is about, but that’s all right… I just wanted to write something that doesn’t make much sense.” Mission accomplished. Actually, that probably sounds like I hated the game, which I didn’t at all. CC is rather evocative, and although I couldn’t begin to offer an interpretation of what it means, it wasn’t an unpleasant experience to wander through the game’s strange desert artifacts. It also included an equally mysterious NPC who, when asked about almost anything in the game, would make some vague, mysterious answer along the lines of “You must discover the answer to that mystery on your own.” Not very helpful, but that fits in with the tone of the game.

I wasn’t as wild about the puzzles. The text file and the walkthrough both make the point that the game is so easy nobody should need a hint, but I didn’t find that to be the case. True, in some of the puzzles the most obvious action was the one that was required. However, that wasn’t true every time. There was a real guess-the-verb puzzle towards the middle of the game, where several obvious answers didn’t work, and the correct answer worked in such a way as to make it very unclear why the others didn’t. I don’t think I would have gotten anywhere on this puzzle without the walkthrough. There was another puzzle on which I used the walkthrough, but in retrospect, it’s probably one I could have figured out for myself. Unfortunately, I went to the walkthrough much more quickly than I would have had I not had the earlier guess-the-verb experience. I think there’s a lesson for game designers in this: if some of your puzzles are poor, their effect is not limited to themselves. Instead, they make the player less willing to expend effort to unravel later puzzles, even if those puzzles are good ones. With every poor puzzle, you reduce the player’s faith that later puzzles won’t be equally poor. In a short game, this can mean that even one guess-the-verb puzzle is enough to send players to the walkthrough for the rest of the game, if they even bother to finish it at all.

The prose wasn’t bad, although for me it did have a few moments of dissonance that I chalk up to cultural differences. For example, there are some footprints in the desert, but the game calls them “footsteps.” I’ve always thought of footsteps as something you hear, so even though it wasn’t difficult to figure out from the context what the game meant, it jarred a little. However, I found no outright errors in the writing, and the coding was equally error-free. As in so many of the games in this year’s competition, this game was quite short, so the error-free conditions are only sustained for a very short time, but that’s alright. I’d much rather play an error-free short game than a problem-ridden long one. CC is slight, and rather confusing, but it has its good points too. If these trends continue, Mikko Vuorinen’s next competition game might be one to remember.

Rating: 7.1

CASK by Harry M. Hardjono [Comp97]

IFDB page: CASK
Final placement: 31st place (of 34) in the 1997 Interactive Fiction Competition

Well, a game subtitled “my first stab at Interactive Fiction” doesn’t inspire much confidence. CASK is another one of those “I wrote this game to learn Inform” games that seem to be so popular this year. None of the other languages, even AGT, have inspired this particular genre of competition entry this year (with the possible exception of Mikko Vuorinen’s Leaves, written in ALAN), and I think it’s worth ruminating on the reasons for that. Inform is a sophisticated system, and there certainly have been no dearth of complaints on the IF newsgroups about how difficult it is to write programs with its C-like, object-oriented structures. Nonetheless, many people (including some of the people complaining on the newsgroups) have been able to use Inform well enough that they felt the results of even their first efforts were worthy for submission to the competition.

I think that part of the reason for this is that Inform’s libraries are comprehensive and detailed enough that even the barest shell .z5 game seems rich with possibility — dozens of verbs are implemented and ready to use, and creating simple rooms and objects is quite easy. The depth to which the Inform libraries are crafted allows even a designer’s first efforts to seem, at first blush, on a par with simpler Infocom adventures. Moreover, Inform enjoys a special place in the ftp.gmd.de hierarchy: besides being lumped in with all the good, bad, and indifferent systems in if-archive/programming, it also resides in if-archive/infocom/compilers. Consequently, anyone who came to IF by way of Infocom can stumble upon it in their first visit to the archive, simply through connecting to the most familiar word and then saying “Wow, the Infocom compiler is here?” I know that’s how it happened for me. Inform’s .z5 format is a nice piece of wish-fulfillment for all of us who wish that we could still get a job at Infocom. So just because Inform is granted this privileged association with Infocom, does that mean that a certain set of its users feel that their first efforts are on Infocom’s level, without a substantial amount of effort on the part of the author? Perhaps, but all these pieces combined don’t explain the trend I’ve seen this year. I’m not sure what the rest of the explanation is, but I do know this: I hope the trend won’t last. It doesn’t add a lot of quality interactive fiction to the archive, just a lot of shoddy Inform examples.

Which brings me up to CASK. The idea here is that you’re trapped in the basement of a winery, abducted for no apparent reason by your new employers. You must use your wits and the objects about you to make your escape. However, the real truth is that you’re trapped in a below-average interactive fiction game, which was entered in the contest for no apparent reason by its author. You must decipher vague prose, evade coding bugs, and defy logic to escape. Luckily, it doesn’t take too much time as long as you have help. Bring your walkthrough! CASK helped its author learn Inform. Let’s see that knowledge applied to the creation of a quality IF game.

Prose: There were a number of areas in which the vagueness of the prose contributed rather unfairly to the difficulty of the puzzles. [SPOILERS AHEAD] For example, at one point in the game you find a rusty saw, whose description reads “It is a rusty saw.” (Oooh! Now I understand! Glad I examined that!) When you try to cut something with the saw, the game tells you “You cut your fingers on the saw. Ouch!” Now, I’m no genius, but I do know which end of a saw to hold. It’s the handle, right? There’s nothing in the description suggesting that this saw doesn’t have a handle, so how would I cut my fingers? Is the handle sharp? Turns out you have to wrap a cloth around the saw then cut a hole with it. Though it seems to me a saw with a cloth wrapped around it isn’t going to have much cutting power. [SPOILERS END] Dealing with prose like this makes me feel like the character is supposed to be woozy and probably blind and pretty clueless as well. I hope the effect is unintentional.

Plot: Oh, I’m sorry. I gave away the plot earlier. You have to escape from a basement.

Puzzles: There are really only a few puzzles in this very short game, several of which involve having a switch in the right position (though figuring out which position is right is largely a matter of guesswork. Luckily the switch has only two positions, so even the brute-force solution doesn’t take long). There’s also a bit of outfox-the-parser, some find-the-bug, and a good deal of figure-out-what-the-hell-the-prose-means.

Technical (writing): The writing featured several entertaining errors. In one room (of the three total in the game) you can see that the room “has relatively few noteworthy” aside from “an old heavy machinery”.

Technical (coding): This game could definitely have used a great deal more testing. Object descriptions repeat when they shouldn’t, and some trapped responses behave in bizarre ways.

OVERALL: A 3.1

Leaves by Mikko Vuorinen [Comp97]

IFDB page: Leaves
Final placement: 29th place (of 34) in the 1997 Interactive Fiction Competition

You might think that a game called Leaves would have something to do with leaves. You’d be wrong. The game’s actual theme is escape: you, as the main character, must escape from a heavily guarded complex. Who are you? It’s not clear. Where are you? It’s not clear. Why are you there? It’s not clear. Why do you want to escape? It’s not clear. What is clear is that Leaves isn’t much concerned with having a story, but rather with setting up a sequence of linear, one-solution puzzles, the completion of which leads to a full score but not much narrative satisfaction.

Now, by the author’s own admission, he came up with most of this stuff when he was fourteen, so the immaturity of the work is fairly understandable. In addition, Leaves is better than the only other ALAN game I’ve played, Greg Ewing’s Don’t Be Late from last year’s competition (though this may be due more to improvements in ALAN rather than any particular ingenuity on the part of the author of Leaves). Finally, since the author is Finnish, it may be that English isn’t his first language, which would help to explain the middling quality of the writing. However, all these considerations aside, the fact remains that this is an immature piece. There’s no story, the writing is mediocre, and several of the puzzles are based on a crude, adolescent fascination with sexuality.

On the positive side, ALAN was coded well. I found no bugs in the code, and although many synonyms were unusable (including an inability to substitute an adjective for a noun, though that may be the language’s design rather than the author’s failing) many surprising responses actually were anticipated. I’m hopeful that, since ten years have passed since Vuorinen came up with the design for Leaves, his abilities have grown. It would be wonderful to see him create the first really high-quality adventure in ALAN, since he clearly knows the language well enough to create a bug-free game.

Prose: There’s nothing particularly wrong with the prose in Leaves. Overall, it’s really quite serviceable. Of course, there’s nothing particularly wonderful about it either. Really, the main thing that the prose fails to do is to give a stronger sense of story. Room and object descriptions in IF can be used to create a marvelously vivid narrative which slowly accretes as the story is explored. The prose in Leaves doesn’t do this. Rather, it provides brief, functional descriptions which never transcend their basic, practical level.

Plot: Well, there isn’t much of a plot to speak of in Leaves. You are imprisoned for some reason, and must escape. Outside of your prison is a forest, inhabited by one poorly drawn character, a cow, and a big rock. Past this, there’s the obligatory underground maze, strewn with a couple of artifacts which the game does not bother to attempt explaining. This is less a plot than a string of dimly conceived settings, each serving as nothing more than a stepping-stone to the next.

Puzzles: The puzzles in Leaves range from the nonsensical (directions which can’t be taken, no explanation given) to the simple (cut wires with a wire-cutter.) For the nonsensical ones, there’s nothing to do but try the limited number of options at hand; pretty soon you’ll hit on the right one. For the simple ones, the answer is pretty much the same, except fewer alternatives need be tried.

Technical (writing): Impressively, I found no grammatical or spelling errors in this game. The same can’t be said for many competition games penned by native English speakers.

Technical (coding): The game was also bug-free. It would be wonderful to see a well-designed game coded with this much care.

OVERALL: A 5.6