WackyComp reviews [misc]

[I posted this in April of 1999, and it pretty much explains itself. I will note, though, that I was partly wrong in my conjecture of who wrote the games. Lelah Conrad was indeed one of the authors, submitting Knot To Be Undone as “Jess Kiddon”. The other author was Stephen Griffiths, who wrote Skipping Breakfast as “Dunnin Haste”.]

Last year, Lucian Smith had this idea. He thought it would be cool to have a “mini-comp”, where a bunch of people wrote games based on the same initial premise. There would be no prizes, but there would be voting, and rankings. So he announced his idea (actually, in the announcement, he attributes the idea to “someone on the ifMUD“, but in the absence of that anonymous genius, I’m giving Lucian the credit) on rec.arts.int-fiction, and generated quite a bit of enthusiasm.

Unfortunately, when he announced the premise and the rules around it, they were so amazingly specific, picky, and difficult to achieve, that he only ended up getting four entries, some of those after his deadline. If the voting or the rankings ever happened, I never saw it. He tried to scale back expectations by announcing a “micro-comp” (“Submit one or two scenes from a mini-comp entry!”), but by then it was too late: apparently the contingent of possible entrants wanted their mini-comps to really be mini. The main result of Lucian’s backpedaling was to produce a proliferation of goofy “meta-comp” ideas, each of which seemed to somehow incorporate all the others that preceded it.

Into this morass waded Adam Cadre, who had a simpler idea: write a short game that involves, in some way, a chicken crossing a road. It was dubbed the Chicken Comp, and it was a big success, garnering 19 entries, most of which were good, and many of which were wonderfully, hilariously funny. I still crack up anytime I recall Rob Noyes’ The Lesson of the Chicken, with its memorable piece of monologue, “Ah, Wang Chung. Everybody will have fun tonight.” The chicken-comp games were the highlight of the summer, and set the stage nicely for the established IF comp in the fall. There was still no official competition between the games except, as Cadre put it, the inevitable “discussion of which ones r001 and which suck.”

So along comes spring 99, and suddenly mini-comps are popping up like mushrooms. There was the Xcomp, for paranormal games, the I-Comp, for games without an inventory, and even the execrable Roadkill Comp, for games that involve dead animals. Most of the spring mini-comps garnered responses which made Lucian’s mini-comp look swamped in comparison, and David Glasser’s WackyComp was no exception. The WackyComp stipulated short games, each based on one of a list of quasi-aphorisms. The list’s contents don’t matter, because there were only two games submitted, both ALAN entries that based themselves on the first choice: “No knot unties itself.” I’ve tended mainly to review competition games, not spending much time on mini-comps, but the author of one of the WackyComp games asked me to take a look at the two entrants and provide a little feedback, so here it is:

The shorter of the two entries is by “Jess Kiddon” (another of the WackyComp’s conditions was that its authors don’t use their real names on their submissions), titled Knot to be Undone. The title is one of the game’s many puns on the word “knot.” This is not to suggest that the game is a huge mass of puns — it’s not a huge mass of anything. I’d be shocked if anyone spent more than 10 minutes solving this game. There is virtually nothing to do except for the actions to win the game.

You play Weava Knottersdaughter, professional knotter, though really what this means is that you’re a professional detangler — the “knot shop” where you work offers a knot-untying service. Anyway, in walks “the Body Adventura”, a stock adventurer type whose cryptic name, as far as I can determine, is a really strained pun on the name of Minnesota’s governor. He’s gotten himself stuck in a knot and your job is to untangle him, or better yet keep him entangled and somehow become the Body Adventura yourself. Luckily, this is no trouble, and then the game ends. That’s it. This is about as “mini” as a game can get, and still be considered interactive fiction. For what it is, it’s fine, but rather unsatisfying, kind of like eating just one potato chip.

A rather more substantial entry is Skipping Breakfast, by “Dunnin Haste.” In this game you’re a rabbit (though this is not immediately clear unless you examine yourself), who is tied to a tree and about to become a wolf’s breakfast. The wolf is off gathering more wood for the campfire over which he plans to cook you, so now’s the time to make your escape. Unfortunately, there’s the small matter of the knotted rope which binds you to the tree — you can’t untie it, and it won’t untie itself. Or will it?

This game’s puzzles are fun and rather clever, despite the fact that there’s a bit of “guess-the-noun”, and that the conversation syntax is sometimes too restrictive. The writing is charming, and the nature of the puzzles is quite well-integrated with the game’s fairy-tale atmosphere. Though it’s not quite as bare-bones as Knot, Breakfast is still a very brief game, with three points to be scored, relatively few objects, and only one location. That’s OK, though. It was fun while it lasted.

Both games are written and coded pretty well — I found neither bugs nor spelling/grammar errors in either one, though in both there was a real paucity of synonyms. Moreover, they both adhere faithfully to the concept behind the WackyComp, and work creatively within its confines. Neither succumbs to cliché, and both were fun. My main complaint is that each one (though Knot more than Breakfast) is over almost before it begins, but I suppose that’s the nature of mini-comps. Perhaps these tiny games could become preludes to fuller versions — I wouldn’t mind playing the sequel to either.

It’s also nice to see the ALAN language gaining some devotees, and perhaps one of these authors (whose identities are pretty clear from their choice of language and their postings before the WackyComp — nice job Mikko and Lelah) will be the one to write a major game which really shows off the language’s capabilities. It seems to be the pattern that IF languages only gain a significant following once a really well-done game has been completed in the language, like Inform‘s Curses or TADSUnnkulia series. Now that’s a knot that won’t untie itself, but the nimble fingers of the WackyComp authors may be just the ones to unravel it.

SmoochieComp reviews [misc]

[Also in 2001, I was asked to judge a minicomp organized by Emily Short. It was a SmoochieComp, themed around love and romance. Like PrologueComp, I’ve added names where authors submitted pseudonymously. Unlike PrologueComp, the entrants were proper games, albeit small ones.]

These SmoochieComp reviews are written in a similar style to my reviews of games from the Fall Competition, but their ratings are structured a little differently. Since the SmoochieComp doesn’t ask participants to rate the games on a scale of 1 to 10, I decided instead on a scale of one to five smooches, similar to the star scale used by many movie reviewers. Turns out most games huddled around the middle of that spectrum — the lowest rating I gave was two smooches, and the highest rating was four smooches. Still, the quality index was satisfyingly high, especially for a mini-comp, since these often tend to generate games that are playable in ten minutes and feel like they were written in thirty.

As I did for the Comp00 games I played, I’ve held onto the transcripts from my interaction with all SmoochieComp games (except Bantam, whose environment didn’t allow scripting.) I’ll happily send the appropriate transcripts to any author who emails me a request. I’ll probably delete all of these around March 15, so don’t delay.

Finally, these reviews are presented in the order in which I played the games. I ran a little randomizer to determine what this order would be, and strangely, what it came up with differed very little from alphabetical order, Oh well, that’s randomness for you.

And now, on with the reviews…

1981 by Adam Cadre as A.D. McMlxxxi

Urgh. This game puts me in a tough spot. It’s a small piece, with an important twist, and it’s very difficult to talk about without spoilers. In fact, most of the things I can think of to say about it necessarily involve spoiling the surprise. However, I am committed to writing this entire review without giving away the secret — we’ll see how it goes. 1981 puts you in the shoes of an apparently lovelorn young man who has cashed in some stock money to travel to the college town where the girl of his dreams resides. At the outset of the game, you stand outside her dormitory, decked out in new jacket and new boots, clutching a sheaf of poems you’ve written for her and trying to get up the nerve to walk up to her door. At this point, the game teeters on a fine line, and the player can’t be sure whether it’s going to tip towards a cute story of shy college sweethearts or towards a Moment-of-Hope-like tale of unrequited affection.

As soon as you go to the door or read the poems, 1981 careens over the precipice into a tale that not only deals with unrequited affection, but the darker themes of obsession and even insanity. The game gets these themes across in lots of different ways, from the subtle to the blatant. For the latter, we have the poems, which teem with disturbing images and buckets of adolescent angst. Lines like “Regardless of the laughter of children/ I cannot continue to pretend/ I cannot continue to live” sound like a teenager trying to imitate The Cure, but other poems mention psychiatric visits and murder, clueing us in that something that something more serious than pimply puppy love is at stake here. On the more subtle side, there’s the first room description:

New Haven, Connecticut
New Haven. The worst place on earth. The town is dirty and industrial, the students are sloppy, everything is horribly expensive. And you had to cash in $3600 of your stock to get here. But it was necessary. Four years at this place is enough to ravage anyone. You have to rescue her, your first true love.

Her dormitory lies to the north.

The game’s encapsulation of all New Haven into a few desultory, derogatory sentences demonstrates the PC’s creepily jealous disdain for the world surrounding his would-be lover, and his contrasting focus on her dorm building reveals his single-minded obsession.

From this point forward, 1981 straitjackets the player into its plot, offering no choices at any point, or at least not any which allow any alteration of the storyline. This lack of interactivity gets particularly chafing when the PC is such a disturbed and disturbing individual, but the PC’s nature also offers a rational justification for such linearity. If Alex in Rameses suffered from Social Anxiety Disorder, the PC in 1981 is in the grips of full-blown psychosis. The writing and pacing of the game, as well as the elements it includes, deftly outline the boundaries of this illness, and the effect is chilling. By putting the player into such a twisted mind, 1981 sheds valuable light on its subject; standing beneath that light is a deeply uncomfortable experience — even more uncomfortable than trying to write an entire review of the game without giving away its secret.

Rating: Four smooches

August by Matt Fendalheen

In the “about” text for August, the author claims that he learned Inform and coded the game in the space of seven days. Usually this is the sort of thing I dread hearing at the outset of a game, since it almost always signals that the experience I’m about to have is will be an unpleasant one. Indeed, the game’s own notes profess it to be “a horrid, malformed, wretched, crud-eating wreck of a failure.” With this kind of pep talk, it was hard to keep my hopes high, but when I started playing, I was pleasantly surprised. The game is written in a florid High Fantasy tone, but the writing worked for me, and I found it rich and involving rather than overblown and annoying. In addition, I came across no outright bugs in the coding, which was a relief. Finally, the character interaction… well, I’ll get to that in a minute. Let’s just say that if the author learned Inform and wrote this game in seven days, it must have been one hell of a week. Then again, perhaps those claims were just meant to keep my expectations low so that I would find the game’s achievements all the more impressive. If so, it worked. Hooray for the Low Expectation Theory.

The game’s story is of a warrior lord, Hakuin Ikthanadar, returned home from a great victory in which he killed the most dangerous enemy of the realm. He is attending the annual Feast of August in order to fulfill a promise he made to his beloved Rosalyn, and as the game begins we find him searching the revel for signs of her. As time progresses, August deftly unfolds more information about the victory, the enemy, the feast, and Rosalyn herself, mixing flashback, dialogue, and description to weave its story. I was pretty impressed with the way this was done, and the most impressive part was the centerpiece of the game, an extended conversation with a key figure in the plot.

The game uses the standard ASK/TELL conversation model, and the instructions warn that subjects should be limited to one word — “ASK CATHBAD ABOUT UNDERWEAR will get you somewhere… while ASK CATHBAD ABOUT HIS UNDERWEAR will not.” I was ready for this to feel pretty restrictive, especially when the questions I had were very difficult to encapsulate in just one word. However, I frequently had the uncanny sensation that even though my language was amputated, the game was able to figure out exactly what I meant. For example, I wanted to ask the person why she had come to the feast, but all I could type was ASK HER ABOUT WHY. Imagine my pleasure when the game displayed this text:

You extend your arm, keeping her distant in the motion of the dance.
“Why did you come here?” you ask. “I doubt you were invited.” Or welcome.
“I go where I will.” she states, lifting her chin defiantly. “If these perfumed cattle object to my presence, they can leave.” She swings about, pulls herself close to you again.

Even better, when she returned the question, I was able to TELL HER ABOUT ROSALYN, and the game understood exactly what I meant. I’m not sure whether the game’s ability to predict what I was thinking came from its precise coding or its precise writing, but every time it happened, I was made very happy.

Sadly, for every time something like that made me happy, there were two times that the game disappointed me. None of them were crashing disappointments, but each one made it a little easier to believe that the game really was done in a week. Something is described as happening to the east when I know it’s actually to the west. Something is mentioned about the PC’s right hand that is really about his left hand. Its/it’s errors. Sometimes August can’t even seem to make up its mind about how the names of its own characters and places are supposed to be spelled. Basically, the game just needs a good round or two of proofreading and betatesting, because even though it’s solid at its core, its surface is badly lacking in polish. In the author’s lengthy introduction, he implies that he’s ready to write this game off as a failure and move on to his next piece of work. I hope he reconsiders, at least enough to clean up the basic errors in August, because once it’s been refined a little, this will be an enjoyable work of IF with some extremely satisfying moments.

Rating: three and a half smooches

Even Bantams Get The Blues by Eric Mayer

If there was some kind of meta-competition for writing games that fit into as many parameters as possible from past mini-comps and themed releases, Even Bantams Get The Blues would make a perfect entrant. This is a Frogger-style game about a lovesick chicken (with no inventory) who must cross a road to find emotional release. See what I mean? It’s got the chicken from the ChickenComp, the Frogger theme from the IF Arcade, and of course a bit of romantic backstory so that it actually fits into the SmoochieComp. I’m not sure if the lack of inventory was an intentional reference to that mini-comp, but the chicken certainly isn’t carrying anything (well, not really, anyway). All it needs is a toaster, a dinosaur, a dragon, and some aliens to complete the picture. Ironically, the romantic element feels pretty tacked-on, so the game’s least significant element is the one that pertains to the comp in which it was actually entered, but hey, I’m not complaining.

Unlike the other two SmoochieComp games I’ve played so far (1981 and August), this one is pretty lightweight (or should I say bantamweight?) There is very little freedom available, even less than in the original Frogger, really — this chicken can’t even change direction. The game only allows travel to the north, so cars and trucks can’t be dodged by backpedaling or sidestepping. Then again, the Frogger element is completely deterministic, so winning is still pretty easy once you’ve recognized the pattern.

However, there are some pleasures to be found beyond the simple task of conquering the road-crossing ordeal. For one thing, Bantam offers a LITERARY mode alongside its default ARCADE mode. This mode offers plenty of fun little Easter eggs; for example, if you type “X ROAD” in ARCADE mode, you get an extremely terse key to the game’s ASCII graphics:

A road ... trucks == cars +.

However, in LITERARY mode, “X ROAD” yields this:

The four lane highway. before you is a breathtaking sight, a vast smooth expanse of night-black asphalt, flecked in spots with some trace of mineral that sparkles with a star-like effulgence in the brilliant sunlight blasting down from the cloudless blue dome of the overarching heavens.

And it goes on like that for an extremely long paragraph. Actually, I should say that there are Easter eggs to be found in both modes, and part of the fun is seeing the differences between them — the sensation reminded me a bit of the differences between the two modes of alien speech in Stephen Granade’s Arrival. The game also suggests that there are several ways to win besides crossing the road, though I didn’t find any of them. (I did find some amusing ways to lose, though.) Bantam probably won’t occupy your attention for too long, but it’s good fun while it lasts, and if you’ve enjoyed a mini-comp in the past few years, it’s probably got something to appeal to you.

Rating: three smooches

Pytho’s Mask by Emily Short

Believe it or not, here’s another large, impressive Inform game that the author claims was written in a week. Like August, the other game in this category, Pytho’s Mask takes place in a fictional kingdom, at a large gathering whose purpose is to celebrate a cyclical occurrence. The party in Pytho’s Mask is called The Celebration of the Night of the Comet, and the astral event it marks occurs only once every hundred years. When it does, the forces of stability in the kingdom are at their weakest. This concept is of a piece with the astronomical imagery used throughout the game: the king represents the Sun, and he is served by a Moon Minister and an Earth Minister. What’s more, he is currently being eclipsed by a mysterious illness that could allow insurgent forces to exploit his Comet-induced vulnerability. The PC is charged with investigating the illness and protecting the king.

The setup worked wonderfully for me, and the writing was, predictably, a pleasure to read, infused as it was with Short’s gift for evoking dazzling scenes through terse, elliptical language. The use of such fundamental symbols as the Earth and the Moon felt a bit reminiscent of books like Mark Helprin’s Winter’s Tale, and as in that book, the imagery helped give the setting a magical feel without explicitly invoking any particular supernatural occurrences.

The other important thing about Pytho’s Mask is its experimental conversation system. The game eschews the ASK/TELL interface that Short employed so effectively in Galatea, opting instead to offer a menu-based system… with a twist or two. The first innovation is that all of the menu options reside in the status line, and all players need do at the prompt is to type the letter (A, B, C, D, etc.) corresponding to their selected menu item. This removal of menus from the main window makes the transcript read a bit more like a dialog, though it does divorce the entries at the prompt from all context. The other unique aspect of the conversation system is that if none of the menu options offered seem right, the topic can be changed. As the game explains it:

So for instance if your options listed at the moment are all vapid remarks about fashion and you would rather say, “Pass the Stilton, please,” you might try >TOPIC CHEESE. >TOPIC does not cost a turn to use, so you can explore a number of topics if you’re looking for something specific to say.

The great strength of this system is that it combines the freedom and openness of the ASK/TELL system with the more realistic dialogues permitted by menu-based systems. This combination makes it powerful, but as Spider-Man says, with great power comes great responsibility, and this game doesn’t always live up to its responsibilities. Several times, I found myself presented with options that seemed inappropriate, if not downright nonsensical, and from time to time the replies fit this description as well. Moreover, there were instances when the conversational menus didn’t seem to keep up with the plot; when I encountered the masked man after he had already confessed his identity to me, one of my options was “Are you going to tell me who you really are?” “Not yet,” he said. Indecisive fellow.

A number of little warts like this tarnish what would otherwise be an outstanding game. Some, such as those described above, were continuity problems, while others came down to a lack of robustness in the interface. The worst of these was an unfortunate guess-the-syntax problem at a critical moment, which rather wrecked my immersion in the game’s climax. Finally, Pytho’s Mask occasionally shares a problem which plagued Short’s acclaimed comp game, Metamorphoses: there are a couple of moments where the game executes a series of unprompted “hit any key” pauses, and since I’m usually already typing the next action, I would end up startled to discover that reams of text were flowing by me unexpectedly.

Still, these blemishes are probably attributable to the fact that the game was done in a week, and even with them, Pytho’s Mask is immersive and highly entertaining. There are a couple of wonderful swashbuckling moments, and the PC’s propensity for sneaking around, bribing servants, pumping NPCs for information, and getting into romantic entanglements made for an immensely enjoyable playing experience overall. If you’re the impatient type, it won’t be a big problem for you to dive into Pytho’s Mask as it stands. However, if you’re a fan of Emily Short, or if you want the best playing experience possible, I’d advise you to wait. Short has an excellent reputation for fixing bugs and adding improvements to her games, and once this one has received that treatment, it will be a terrific slice of romantic adventure.

Rating: four smooches

Sparrow’s Song by J.D. Berry

What becomes apparent is that J.D. Berry has a talent for creating fictional universes. Sparrow’s Song is the third game he’s entered in a competition, and it’s the third time he’s given us a fresh, interesting setting, replete with its own culture, people, and idiosyncrasies. His Comp99 entry, Jacks Or Better To Murder, Aces To Win, revolved around a rigidly hierarchical religion of Berry’s devising, one in which Machiavellian scheming was the norm and the highly-ranked PC was always on guard against assassination attempts. The Djinni Chronicles, from Comp00, contained an intricate magic system to explain the motivations and capabilities of magical spirits summoned from bottles, lamps, and suchlike.

Now we get Sparrow’s Song, with another new set of characters and situations. Some of the stuff is fairly standard-issue fantasy: the PC is Baron of a sorta-medieval keep, and in his travels may encounter nymphs, rocs, or the occasional pegasus. However, the predictable elements are spiced with some intriguing personal relationships and a refreshing lack of ethereal elevation in the dialogue. Take, for example, your servant’s response when asked about a treaty:

“Where’s you head today, Kellen? The Ronqons? You know, the giants that live in those mountains over there? The giants who have strangled overland trade for the past, oh, 500 years? Yeah, those. If you agreed to their terms of peace, you were supposed to have that treaty to them today. I guess it’s water under the bridge now, Baron von Pocket Veto.”

The game is entirely unafraid of such anachronisms, and as a result much of the dialogue (typos aside) escapes the stale feeling of some fantasy games. On a similar note, did I mention that this game can be really funny? This game can be really funny.

In case you’re worried that there isn’t some funky new system to experiment with, never fear. It’s just that this time the system isn’t part of the setting, it’s part of the interface. That’s right, it’s yet another new approach to conversation. Similar to Pytho’s Mask, this game’s system allows the player to choose the topic of conversation, in this case by typing the topic followed by a question mark, such as “love?” However, Sparrow’s Song streamlines the idea somewhat, eliminating the element of multiple-choice lists, and instead simply taking the topic and running with it. Topics aren’t addressed to any particular person; rather, conversation is directed at whoever happens to share a location with you. Handily, the game makes sure that you’re never with more than one conversation-worthy entity at a time. There are also plenty of times when the game will simply reject a suggested subject, saying something like “You’re not so dense as to bring up THAT topic.”

Finally, the verb “TOPICS” is provided, which will always bring up one to three possible topics, and also functions as a kind of just- barely-a-hint-system. Sometimes this scheme worked perfectly, especially when an NPC mentioned a topic I’d never heard of (like “Ronqons”) and I was able to say “Ronqons?” at the prompt. That interaction felt much more natural than most NPC conversation in IF, mainly because I was able to type exactly what I would have said if I were really in the situation. The rest of the time, it alternated between feeling like an abbreviated ask/tell system (where I’m able to just type “TREATY?” instead of “ASK ARCTOS ABOUT TREATY”) and feeling like a more focused version of the Lomalow “ask me something twelve times to hear all I have to say about it” system. The pleasant writing relieved the tedium of these latter moments somewhat, but only somewhat. On the whole, the conversation system felt like a noble experiment that garnered mixed results.

The same can be said of the story in general. The initial hook is great: you awake to find a sparrow sitting at your windowsill. After regarding you for a few moments, the sparrow begins to sing, and in that magical song it communicates to you that there is someone who loves you, and that she sent this sparrow to reveal her feelings. The song touches something pure and deep inside you, and you find yourself instantly in love with the person who sent the sparrow, pledged to finding her and beginning a life together. From this promising beginning, the game fans out to encompass several different NPCs, each of whom can help you in varying ways, many of which overlap or constitute decision points. One thing that’s clear is that there are multiple paths through the game, and perhaps multiple endings as well.

I was only able to complete one path, since the other two I found both led to a puzzle I was unable to vanquish, so I only found one ending. That one felt rather abrupt and unsatisfying to me — it failed to tie up several loose ends from the plot, and it also seemed to leave the protagonists in a rather precarious situation, with not much hint of how they would move beyond it into some kind of peaceful denouement. I wonder if Berry simply ran out of time to implement the more gradual buildup he might have been planning, and was forced instead to tack on a quick-and-dirty closure. Whatever the reason, my relationship with Sparrow’s Song felt, in the end, like a love affair that began tenderly and showed great potential, but finished bittersweet.

Rating: three and a half smooches

Dead of Winter by Gunther Schmidl as Christina Pagniacci

Dead of Winter is a tiny game, an interactive vignette, really. The basic plot is that a mysterious being known as The Ice Queen has kidnapped your boyfriend Saul, and you want to get him back from her. She sends you on a quest that encompasses maybe half a dozen locations, and when you return, you find out whether or not your efforts were successful. There are a few decision points along the way, but it wasn’t particularly clear to me how the decisions related to which ending I got. Some paths where I made what would seem to me to be some wrong choices ended up with what appeared to be a winning ending, while the path that seemed most right led straight to an ending that felt quite suboptimal. Then again, even the “winning” ending had a sneaky little twist at the end, so it’s hard to say which ending is really the better one. The twist had some punch to it, but felt a little overly familiar at this point, similar devices having been used in other recent games. Also, it was a little confusing that the twist was only used in one of the endings, since it tries to impose a retroactive perspective shift on the entire game.

There were a number of pleasant things about Dead of Winter. It was entirely free of bugs, as near as I could tell, which is always a big plus. In addition, the writing was grammatically correct, something that makes a game feel more immersive to me. Finally, the game employs some special effects with timed display and colors in its title sequence. These effects definitely help to set the mood — I first started playing in WinFrotz, but quickly switched to DOS Frotz and was happy I did, since the black and grey color scheme selected by the game deepened the general atmosphere of chill and desperation.

Dead of Winter is over almost as soon as it begins, so perhaps it’s understandable that I didn’t feel particularly grabbed by it. It’s a sketch rather than a full painting — sparse descriptions, short plot, few objects and unresponsive NPCs. On the whole, it felt like a first attempt at writing IF, and assuming that the author’s name isn’t a pseudonym, a first game is probably what it is. As such, it’s not an unsuccessful effort. When I reached the end, I didn’t want my ten minutes back. In fact, I was looking forward to the author’s next effort, with hopes that it has a little more meat on its bones.

Rating: three smooches

Second Honeymoon by Roger Ostrander

Here is a SmoochieComp game that doesn’t implement the verb “kiss.” That about sums up Second Honeymoon, a well-intentioned effort that fails due to sparseness of implementation, dull design, and multiple errors. For a sample, consider this excerpt from the game’s opening text:

You’re a successful computer programmer, enjoying his fifteenth year of marriage to a wonderful woman. […] You announced your plans to your surprised wife two days ago: a secluded lakeshore cabin, away from the hectic rural life you usually lead.

Unless the PC is a programmer for a big farming outfit, or is telecommuting somehow, I’m thinkin’ that last sentence wants to be about his hectic urban life. Stuff like this is scattered throughout the game. There’s a room description that mentions an exit to the north, but attempts to go that way meet with no success. Conversely, there’s a room whose description never mentions the important fact that there’s an exit to the east. I only found it due to my obsessive-compulsive playing style, which entails trying every single direction in every single room (a style, I might add, that evolved as a response to games such as this one.)

It’s not that this is a terrible game. It’s sweet, and has its heart in the right place. But after playing all the other games in the SmoochieComp, I’ve come to expect a little higher standard of writing and coding, and I’m looking for a plot a little more interesting than the one this game gave me. Basically, the idea in Second Honeymoon is that you’re getting ready for a vacation with your wife, and you need to go around the house and get some various items to take with you, like your camera, your swimsuit, etc. Visiting some places, or performing some actions, will remind you of other items you need. When you’re finished packing, you win. Probably the neatest part of the game is that it maintains a dynamic packing list that keeps track of items added and items fetched. It’s similar to the list carried by the PC in the first part of Firebird, though a bit less slickly implemented.

If you’re beginning to think that Second Honeymoon is one of those games that asks you to wander around a suburban house (the layout of which is very probably modeled on the author’s own home) and do fairly quotidian things, give yourself a gold star. There’s really only one puzzle to solve, and that one so trivial that it shouldn’t slow down anybody who’s ever actually lived in a suburban house. Really, pretty much all of the items you’re looking for will be just laying around on the floor waiting for you when you enter the right room. Then all you do is scoop them up and give them to your wife, who serves as this game’s equivalent of the Zork trophy case. That’s about all she does, too — asking her questions or trying to be affectionate with her will get you nowhere. If what I’ve described sounds like your cup of tea, give Second Honeymoon a shot. If not, why not put some effort into your real-life relationships?

Rating: two smooches

PrologueComp reviews [misc]

[In 2001, I was asked to be a judge for a minicomp called PrologueComp, whose concept was that the entrants wouldn’t write games — just the text lead-ins that open games. The entries were limited to 2001 characters, either ASCII or HTML. There were 23 entries, and I didn’t review them all — just the ones I was assigned. I made an ordered shortlist to rank the pieces against each other. Also, there are a few “editorial” interjections by David Myers, who ran the comp. For this reprint, I’ve also added author attributions, which were absent in my original text (since I didn’t know who the authors were!)]

A couple of comments:

  • Spoilers — it’s hard to worry about spoilers for something that takes two minutes to read, but I’ll try.
  • Quality level was really pleasantly high. Short list decisions weren’t easy.

[Editor’s note: Paul’s shortlist rankings are at the end of this document.]

Comments for COMPULSION by Aris Katsaris

When all I’m reading is a prologue, you don’t have much time to hook me; you’d better do it fast. One of the best techniques for this is to float an intriguing idea, something I want to investigate further. That’s just the approach taken by Compulsion, and it works beautifully. The genre is science fiction, which is perfect for the kind of “big idea” hook used here. Some kind of mind-control technology has been introduced into the military of the 24th century, and we see the societal debate about it through a series of box quotes. Normally I’m not a big fan of one box quote after another, especially at the beginning of a game, but this game doesn’t overdo the technique (there are three), and the last one provides a nice punch to lead into the main character’s POV. Once we get there, we get terse, driving sentences and fragments, setting up an urgent situation very nicely. There are stumbles here and there — a general is named “Ira Asimov”, evoking Isaac Asimov to no focused purpose, and some of the punctuation is absent or misplaced (“Less than a hundred of them you are betting.”) [Editor’s note – likely due to the fact that the author used all 2001 of his bits], but overall this is a very strong beginning.

Comments for HOWL by Randall Gee

It’s funny, but in a very compressed format like this, tiny things start to seem really significant. Take, for example, formatting. When I read monospaced text on a computer screen, I prefer for it to be left-aligned, and for the paragraphs to be separated by blank lines. When it’s indented, as it is in Howl, I find it all runs together and feels more difficult to read. But even if it were reformatted, I don’t think Howl would do much for me, despite my abiding interest in wolves and werewolves. The conversation that opens the story feels stilted and cliched, and the punch that the last sentence was supposed to deliver fell flat for me, perhaps in part because I had begun to skim over the irritating formatting at that point. The sentences in the opening room description are almost insistently flat, which deflates whatever emotional impact the beginning might have had. If I encountered this opening in an actual game, I’d certainly keep playing, but with the hope that things would improve.

Comments for UNFERTH by Jamie Murray

When I was teaching writing, I found that there were certain styles I could recognize from miles away. One of these was the “I have swallowed a thesaurus” style, where things were never pretty but “resplendent”, and “brobdignagian” instead of big. Another was “adjective-o-rama”, where no noun was happy without some intensifying descriptor. Usually these styles were the outgrowth of some well-meaning teacher’s advice about word choice or vivid description, taken to an extreme. With clauses like “sooty cobbles and their hobbling troupes of leprous pigeons,” Unferth appears to suffer from both syndromes. The ironic thing is that although these techniques are presumably meant to make the writing more vivid and intense, they actually result in prose that is murkier (due to inappropriate adjectives — can raindrops really be “laurel-tinted?”) and choppier (due to the necessity of consulting a dictionary for every third sentence.) I have a healthy vocabulary, but even after reading the Unferth prologue several times I have only the vaguest idea of what’s going on, and I’m not particularly inclined to investigate further.

Comments for TROUBLE IN PARADISE by Sean T. Barrett

This prologue starts out in the hard-boiled mystery mode, with the detective talking to the femme fatale, and is so reminiscent of the opening to Dangerous Curves that it’s hard to avoid comparison to that game. Trouble doesn’t have nearly the panache with words that marked DC, and consequently I was feeling a little let down by it. What it does have, however, is a little surprise, a genre-blending trick that makes the whole thing seems much fresher. This surprise is handled well; it’s obvious enough by the end of the prologue, but on rereading it’s clear that the hints were there all along. However, by the time the story is rolling, it’s actually someone besides the PC who is performing immediate action — the prologue doesn’t suggest anything in particular for the PC to do as the game begins. Perhaps this might have been more effective if recast from the point-of-view of Raphael, the henchman. Nonetheless, I’d look forward to playing this game further, if only to see more of the fun surprises that happen when genres collide.

Comments for THE MADNESS OF CROWDS by Top Changwatchai

In my notes on Compulsion, I remarked that the dictates of this competition leave precious little time to get the reader interested. Compulsion overcomes the problem with a Big Idea, and uses the natural genre of that technique, science fiction. TMOC uses a related trick: the Big Question. And wisely, the prologue embeds that technique in its home genre, the mystery. TMOC‘s application of the technique isn’t quite as skillful as that in Compulsion — there isn’t quite the sense of immediacy — but it was plenty good enough to get me very interested. There were a few things I wasn’t crazy about, like the abundance of InterCapped company names (“CreAgent”, “ComTrust”, etc.) and the inconsistent line spacing, [Editor’s note – I believe the author was going for a larger break right before and right after the title block, but could not properly simulate this because he’d run out of his 2001 bytes that way] but these were offset by some clever choices. Starting in the POV of the murder victim and jumping to the detective as our PC sets up a lovely bit of dramatic tension, albeit of a type that is rather difficult to handle in interactive fiction. In fact, I’d be curious to see how an actual game would handle giving crucial information to the player that the PC lacks. Perhaps this could only be a prologue, but even at that, it’s quite a good one.

Comments for WITHOUT WINGS by Robert Masella

Something that I’ve found interesting about the entries in this competition is how much they vary in their “IFness.” Some, like Compulsion, feel as if they had to have been lifted from an IF game — they give us the traditional intro, banner, initial room description, and prompt. In fact, Compulsion uses the additional convention of box quotes to reinforce the feeling that we’re definitely dealing with computer-assisted prose here. I tend to find these prologues the more compelling of the lot — they really give me the feeling that a piece of interactive fiction is beginning, and trigger those mechanisms in my brain that slide into identification with the PC and immersion in the game world. Then there are those prologues, like Unferth and The Madness of Crowds, that give us intro and banner, but no room description. These types of prologues stand or fall on the setup of their initial questions and on the quality of their writing, because by omitting the initial room description and prompt, they force us to imagine just where the game places us to begin with. And then, at the other end of the spectrum, there are prologues like this one, which are indistinguishable from the first few paragraphs of a short story, albeit one written in the second-person voice. This approach is hardest of all to pull off, and Without Wings just doesn’t make it. The setup needed to be extremely interesting in order to give me that IF hook, and the cliched parade of mental patients, full moon, drifting mist, and chittering horrors had me detaching right away. I guess it’s a combination of factors: the genre’s not particularly my cup of tea, this particular instance of it didn’t feel fresh, and the feeble, possibly-deluded PC was difficult to identify with. I probably wouldn’t read a short story that began like this, and what’s here just doesn’t feel much like a game.

Comments for PASSING ON by Ulrich Schreitmueller

Wow! This one was easily the biggest knockout of the samples I was assigned. For one thing, it’s one of the few entries that uses the HTML format of the contest to its advantage — the black background and the varying shades of text work to excellent effect. The faded grey text is perfect for the modernist technique of presenting suggestive, evocative word-fragments to evoke a dreamlike and semi-conscious state, while the brighter white text takes a more straightforward narrative tone. The interplay between the two sets up a highly compelling scenario, an immediate task to accomplish, and moves us smoothly into the first room description. That room description is excellent, using several senses (including the non-physical) to create a place that isn’t really a place, but rather a mental state. And then that final sentence — both chilling and exhilarating, not to mention an excellent spur to action. I also appreciated that the subtitle “A Prologue”, which is not only literally true for this entry, but feels like it would be perfectly appropriate even if this really were the beginning of a game. All in all, a bravura performance in a tiny space. Well done!

Comments for FADE OUT by Marc Valhara

A while ago (hell, I don’t know — maybe it was several years ago), somebody floated the idea of an IF game formatted like a screenplay. At the time, I remember being less than enthusiastic about the idea — I wasn’t sure just what advantage the format would bring. Now, as proof of concept, we’ve got Fade Out, which might be the prologue to that hypothetical game. To be honest, it still seems like a stylistic gimmick to me, but gimmicks have their place. Based on my extremely limited knowledge of screenplay convention, this one seems to deviate a little in some specifics, but that’s probably not such a bad thing, given the screen constraints that real IF would be working under. The one advantage conferred by the screenplay format is that it provides a legitimate excuse for such plodding text as “A wooden deck is to the north. A hallway is to the east, and a kitchen is to the west.” Many IF writers have puzzled over how to include such necessary information without its clunkiness detracting from their other writing, and this format provides just such a mechanism. Aside from that, though, it didn’t feel any more vivid than regular prose written in a “cinematic” style. The story itself provides an interesting beginning, and definitely made me want to keep playing, although I’d still view the screenplay gimmick with skepticism.

Comments for “untitled – judged as heidger.html” by Scott Forbes

Like Without Wings, this entry provides neither banner nor room description, giving us instead three basic paragraphs of fairly generic setup. The premise in this entry doesn’t really give any indication as to where the game is going, which isn’t necessarily a bad thing in a real IF game. However, this is not a real IF game, just a three-paragraph prologue, and in these circumstances, leaving the PC’s situation so dull and open does little to draw me in. Sure, it’s clear enough that something’s going to happen, but the range of things that could happen is so vast that until something more specific comes along, there isn’t much drama there. In fact, if I were a betting man, I’d venture that this is the actual prologue to somebody’s WIP, snipped and entered into this comp on a whim, and its failure in this context serves to prove that not all good prologues stand on their own. Sometimes, a prologue just does some basic work of setting up a character and situation, and it’s the first section of the game that actually gets the ball rolling. (I’m chuckling now, thinking of what the beginning of LASH would look like if entered into this comp — very short, and very dull.) That’s a perfectly acceptable way of structuring an IF game, but it doesn’t have much to offer as a set piece on its own.

[Editor’s long note – Actually, it is possible that I was thinking about LASH subconsciously when designing this contest, and so I want to correct Paul’s modesty. In part, I was envisioning the question of what makes some comp entries irresistible and others easily avoided. The conclusion I came to was that sometimes the prologue determines whether the player is hooked or not. I recall thinking beyond just prologues and further about games where there is not much prologue material, but there is a readme.txt or an ANNOUNCE on usenet which tells what the setting/motivation of the game are going to be. ::These comments were written before the announcement that we may, in fact, soon witness TrailerComp.::

This is rarer with comp games, which don’t often have such extra material that doesn’t reside directly in the game file. More generally, that would be termed “feelies”, though the term has gotten pretty loose from the original intent, which generally used to mean pictures or other non-text material that accompanied and buttressed the game, rather than introducing it. My memory may be failing me, but I seem to recall LASH having either a readme.txt or a usenet ANNOUNCE which greatly piqued my interest about the game concept. Frankly, without that prologue-ish material, I don’t know if I would have played LASH.

Below is the actual LASH startup text (as opposed to the readme/ANNOUNCE), for readers wondering about what Paul meant by “very short, very dull”:

LASH -- Local Asynchronous Satellite Hookup
An interactive utility for communicating with your MULE robot
New users should type "HELP".
Release 11 / Serial number 000806 / Inform v6.15 Library 6/7

DISCONNECTED
Type "CONNECT" to link to your MULE robot.
Type "HELP" for help.

>

Author’s own words: “Not exactly the world’s most gripping prologue.” ]

[Paul’s note from 2024: I think David is thinking of the announcement I posted to rec.games.int-fiction when I released the game.]

Comments for THE BOOK OF THE DEAD by Greg Ewing

This prologue does an excellent job of suggesting what the game will probably be like, and this works both for it and against it. On the plus side, the setup is quite clever and original — I’m strongly intrigued by the idea of “an interactive foray into the myths and legends of Ancient Egypt,” and would be quite excited to play such a thing. The notion that the action will begin after the PC dies is a nifty one — I’ve never played Perdition’s Flames, so I’m not sure how closely this game might parallel it, but I was always tickled by the idea of starting with “*** You have died ***”. On the less positive side, however, what seems clear is that at the beginning of this game, you’ll be forced to select a limited number of resources from some larger group of them, and which resources you select will determine your success later on in the game. I hate when games do this, because there is really no way of knowing which resources will be needed until you run into the puzzles. Saying “you will have to choose wisely” implies a level of context that is simply not available to me at the beginning of a game — in situations like this, I invariably find that what seemed like wise choices at the time turn out to be woefully insufficient, and that short of reading the author’s mind, I had no way of anticipating the problem. So I’d play on with hope of seeing more of this game’s interesting setting, but dreading its structure all the while.

Comments for CATHARSIS by Kevin F. Doughty

I found this prologue pretty unsatisfying, though it might work if it was attached to an actual game. On its own, though, it just doesn’t give me enough information to go on. Part of the problem is that it’s disjointed — it hardly gets started with its narrative voice before it’s interrupting itself with a journal excerpt. Then the journal excerpt stops, and we get a title and room description. Consequently, instead of a smooth introduction, this prologue feels as if it can’t make up its mind what approach it wants to take. Another factor is the absence of any substantive information about the character and setting. We can piece together that the PC is a traveler, and that the world is dark, maybe post-apocalyptic, but that’s about it. When I read “The children here are still burning things,” the implication of the “here” was that the PC was from somewhere else, but the prologue never tells us where that is, or where “here” is. What’s more, it never tells me who I am, how I ended up in my current situation, or why I should care about it, instead dumping me unceremoniously into a cellar. Again, this might work in a real game, where this information could be gradually revealed, but in this format, that information is not forthcoming. Also, what does catharsis have to do with anything? There’s no evidence that the PC is in any particular pain, and we’ve seen no other characters, so it would seem there’s not much of an opportunity for catharsis to occur. Finally, there’s the writing, which had several nice moments but overall felt rather awkward and affected. When I see a phrase like “this state of existence cruelly named ‘survival'” in a character’s journal, I can accept it as an example of that character’s melodrama and inarticulateness. But when the narrative voice itself is using clumsy phrases like “heightened the impact of its meaning”, I have to believe that there is a general problem with the writing. I’d keep playing this game, but I’d expect it to be the product of a beginning writer, and hope to find some gems in among the problems.

Comments for YOU: TENSE, ILL by Alexandre Owen Muñiz

There was a bit of debate among the judges as to what the title of this entry actually is, but as far as I’m concerned, it’s You: Tense, Ill. I love this title, because it does so many different things in such a tiny space. It reinforces the information in the introductory paragraphs about how the PC has been damaged by its foray through a dishwasher. It serves as a diagnostic report on the PC’s initial condition. And finally, the pun on “utensil” cracks me up, and lets me know that this game is going to approach its subject matter with a healthy dose of humor. [Editor’s note: you could be right. However, when I asked the entrant to view his entry to make sure that I’d gotten the display ok, he did not comment on my choice to list it on the main page as “A Gardenburger of Forking Paths”] The “forking paths” pun and the play on Borges’ “The Garden of Forking Paths” serve a similar purpose, and I enjoyed them quite a bit. The premise at work here is clever and interesting — I adore the notion of aliens observing us by taking the shapes of ordinary objects. What’s clear, though, is that this is no ordinary PC, and that its range of action is going to be extremely limited, to say the least. The prologue does a wonderful job of letting us know what must be done, but the PC is so unusual that I’d venture the traditional IF interface would need to be adapted in order to accommodate it. It’s not the prologue’s job to explain these interface changes, but I was a little dismayed by not seeing a “first-time players should type HELP” sort of message. You can be sure that “help”, “info”, and “about” would be the first few things I’d try anyway, and that if those weren’t productive, I’d be completely at sea about where to even begin this game. In those circumstances, my glee at the good stuff this prologue does would probably turn into irritation at the more important things it doesn’t do.

Comments for THIRTEEN CARDS, WELL SUITED by Denis Hirschfeldt

Here’s another prologue that presents us with a highly unusual PC, and only provides the barest of hints as to that PC’s nature. Setups like this make me nervous, because I worry that I’ll lack the context necessary to enjoy the game. Having an unusual PC is well and good, but when that PC has special powers, unusual modes of action, and highly unusual goals and viewpoints — all of which this PC seems to have — then I want the game to give me enough context or instruction about these things so that my first hundred moves don’t consist of blindly flailing about, hoping to hit on information that the PC already knows. This prologue doesn’t give me much indication that the information is forthcoming, which is worrisome. It does have two great strengths, though: its writing and its level of intrigue. By the time I got to the end of this prologue, I really wanted more, and that’s a good thing. I found the viewpoint character highly intriguing, and the hints of the major conflict were delivered in a very compelling manner. The prose itself was excellent — “From within the fire” provided a wonderful “whoa!” moment, and the details are well-chosen. Some of the sentences, especially the first, are so dense and elliptical that they recall Emily Short, which is pretty much always a good thing. If this were a story, I’d be hooked. As an IF game, it’s got me both hooked and worried that the crucial exposition won’t come soon enough, if at all.

Short list rankings:

1. Passing On
2. You: Tense, Ill
3. Compulsion
4. Thirteen Cards, Well Suited
5. The Madness of Crowds
6. Trouble in Paradise
7. The Book Of The Dead
8. Catharsis