Chaos by Shay Caron [Comp99]

IFDB page: Chaos
Final placement: 19th place (of 37) in the 1999 Interactive Fiction Competition

Most interactive fiction games use the second person voice, and make it clear from the outset that this is their mode. Think of “You are standing in an open field west of a white house,” or “You are Primo Varicella.” Chaos appears to follow in this tradition, describing a character named Captain Chaos but using the second person form of address several times in asides like “You know what I mean” or “you guessed it.” Admittedly, the “I” in the first phrase throws a bit of a spanner into the works, and a player might well have cause to wonder who the “I” is that’s apparently speaking. The parser? The author? Some sort of in-game narrator? For me, though, it went by so fast that I allowed myself to suspend that question. From the introduction, I presumed I was Captain Chaos’ sidekick, there to help him with a sudden power failure on his jerry-built hovercraft. But then I typed in my first command, and this is how it went:

> I

Chaos has a Evil Overlord list.

What? But what’s in my inventory? After a few commands, I slowly began to understand that the game was responding to my commands as if they were guiding Captain Chaos himself, then describing the results referring to the Captain in the third person — “Chaos walks south”, “He picks up the screwdriver,” etc. What’s more, from time to time the Captain Chaos character will offer some commentary on the command chosen, relating tangential or backstory facts about the parts of the environment he encounters while being guided by the player’s commands. The more of this that goes on, the more prominent one question becomes: Who is the PC of this game? Apparently the introduction was addressing me — me the player, not some avatar within the story with whom I am expected to identify. And who is Captain Chaos addressing with his asides? Again, it’s the player. In a real sense, the player is the PC in Chaos. You, the player, control Captain Chaos with your commands, but he is aware of your presence, at least enough to make the occasional remark to you. And if all that’s not complicated enough, wait until he finds (or you find, or something) the technology that allows him to control another entity remotely.

This is all rather haphazardly done in this particular game, as evidenced by my confusion at the first few prompts. I found myself bumping into unexpected forms of address, and having to puzzle out exactly what was supposed to be happening, or at least what it seemed like was supposed to be happening. Moreover, many of the questions raised by these narrative choices, such as those I mentioned about the use of “I” in the introduction, are just never answered. In fact, there is no announcement of any kind — subtle, blatant, or otherwise — that Chaos will overturn a fundamental IF convention, and the result is a rather jarring feeling of displacement. The creation of this feeling doesn’t really seem to serve the story, at least not in any specific way I could determine.

Nonetheless, I found it quite interesting. I was reminded of other competition games which have fiddled with the narrative voice, such as Christopher Huang’s Muse and Graham Nelson’s Tempest. Both of these games took a slightly different approach, having the parser itself take on a character, speaking to the player in the first person and executing the player’s commands as if they were that character’s own actions. Tempest even complicated matters further by explaining that its player’s role is as “the magical will” of Shakespeare’s Prospero, guiding Ariel (the parser’s character) through the various scenes of the play. These tactics have a bit of a distancing effect on the player, setting identification at one remove and shifting the action from the player character to the parser character. Chaos, though it explains nothing of its strategy, actually creates one further remove by allowing neither a player character nor a parser character but another character altogether to be the focus of the action. Yet when this third character (third person, you might even say) speaks outward in the second person voice, it addresses the player (in a “Dear reader” sort of way) and brings the game and player closer together than almost any other IF I’ve seen.

Orchestrated strategically and used creatively, these techniques could make for a masterful, groundbreaking work of IF. Chaos isn’t that work, but its experimentation does open up some very interesting, and mostly unexplored, territory. Beside this, the plot of the game seems quite inconsequential. There’s a ship to be repaired, and various puzzles to solve, some required and some optional. These puzzles are decent, and the writing is passable, and although there are a number of coding problems, the game is at least finishable. It’s a bit of a throwaway, though, a mediocre competition entry except for the unique approach it takes, almost offhandedly, to forms of address in IF. I enjoyed thinking about Chaos more than I enjoyed playing it, but if the author’s next game explores the techniques employed here in a consistent, systematic, and clear way, the result will be well worth a few false starts.

Rating: 6.6

Calliope by Jason McIntosh [Comp99]

IFDB page: Calliope
Final placement: 23rd place (of 37) in the 1999 Interactive Fiction Competition

I had a sinking feeling when I read the “info” text for Calliope. Some dreaded phrases were dropped: “My prime goal in writing Calliope was to get comfortable with the Inform language…”, “…autobiographical portrait of myself confusedly hacking away at a going-nowhere Inform program…” The whole thing sounded uncomfortably like it was describing a combination of my two least favorite competition entry genres, the “I wrote this game to learn Inform” game and the “this is an IF version of my house” game. Previous entries of this nature have, on the whole, not been stellar, so after I read the description of Calliope, my expectations were decidedly low. But I guess that’s the beauty of the Low Expectation Theory, isn’t it? Because once I expected Calliope to stink, I discovered that it’s not such a bad little game after all. Sure, it’s a trifle, but that’s OK. It’s done reasonably well, is not redolent with references only the author could understand, and its idea is (I can’t believe I’m saying this) actually pretty clever. Yes, despite the fact that you begin the game sitting at your desk, in your apartment, on your chair, staring at your computer and your proposed competition entry therein, Calliope turns out to be pretty fun rather than really boring. It seems that exhaustion is approaching for you, the prospective author, and that your previous efforts whacking away at that competition entry have been rather uninspired. But the Muse (the game’s title is a whopping hint) can strike at unexpected times…

One of the things that makes the game an unexpected pleasure to play is that unlike most of its learning Inform/house simulation brethren, it is relatively free of errors in both coding and writing. The prose is nothing special, but it did give me a vivid picture of the setting, through little details like your desk showing its age “by the camouflage patterns of divers dark beverage stains covering… its cheap white Formica surface…” “Divers” looked like a typo to me, but something in the dim recesses of my brain is suggesting that it may just be a culturally specific spelling of “diverse.” Actually, what it really looks like is a Renaissance spelling, but since my wife is a grad student in Renaissance lit., the boundaries tend to blur for me. The game’s one puzzle makes sense and is well-clued, and its multiple endings are enough fun that I went back and played through all of them. Many first games feel like prologue, and Calliope is no exception. Where it differs from the pack, though, is that the prologue it provides is promising and exciting. I’d be very interested in seeing a full-length game (or even a full-length competition entry) by the author based on the ideas presented in Calliope. Heck, I wouldn’t mind seeing three such games. Jason McIntosh shows enough promise in Calliope that his next release should be highly anticipated.

Of course, none of this means that the game is worth keeping long. You’ll probably spend a few minutes noodling around, a few more solving the puzzle, and the rest of your time will go to replaying through to see the various endings. Perhaps if you’re really dedicated, you’ll try out the author’s suggestions (provided in the walkthrough) for all the various ways to lose the game. The whole thing shouldn’t take much more than a half-hour, after which Calliope goes into the recycle bin. These “short-short” games are becoming a more and more prominent competition trend. They make sure to meet the “two-hour” rule by ducking far under it — so far, in fact, that you can exhaust most of their options in a quarter of that time. The first time I remember seeing a comp entry of this ilk was Jay Goemmer’s E-MAILBOX in 1997, which consisted of about four moves and no puzzles. The trend continued in ’98 with games like In the Spotlight and Downtown Tokyo. Present Day. Now it’s so prevalent that out of the six comp games I’ve played so far, three are of the “short-short” variety. Of course, this may just be the vagaries of Comp99’s randomizer, but I suspect it goes a little deeper than that. Tiny games like this allow an author to get exposure and experience without making a huge time investment. They create an evolving example which pushes the author’s developing knowledge in an IF language, both by providing a space to try out examples and by nudging research into the manual to implement that latest and greatest idea. Perhaps most important of all, tiny IF makes for one more line in that all-important “Things I’ve finished” list. Thankfully for its audience, Calliope does it right.

Rating: 6.8

Muse: An Autumn Romance by Christopher Huang [Comp98]

IFDB page: Muse: An Autumn Romance
Final placement: 2nd place (of 27) in the 1998 Interactive Fiction Competition

I’ve been sitting here for 10 minutes trying to find the right words to begin a review of Muse, but I can’t seem to come up with anything that speaks as eloquently as the game’s own prose. Muse is the most gorgeously written piece of IF in the competition — I’ve still got several games left to play, but I would be very surprised if any of them even equaled Muse‘s marvelous skill with words, let alone surpassed it. The game is like the IF version of a Merchant-Ivory movie: quiet setting, stellar production values, highly character-oriented, and deeply, deeply felt. It’s been a long time since I’ve been as moved by a piece of IF as I was by the “optimal” ending of Muse — even some of the less satisfying endings are crafted so well that in themselves they can be quite emotional. The game takes place in a French village in 1886, as viewed through the eyes of Rev. Stephen Dawson, a 59-year-old clergyman from Barchester, England. It is not a typical IF setting, and Dawson is hardly the typical IF hero, but Muse is far from a typical game. It is a story, one of the most successful pieces of interactive fiction I’ve seen for pulling off the fiction as much as the interactivity. Its characters feel real, including its main character; it is the story of Rev. Dawson’s own struggle for acceptance of himself and his role in life, of his journey past regret and into contentment. Through its masterful writing, excellent coding, and some clever techniques, Muse creates a story of someone else’s emotional transformation, made all the more affecting by our direction of that character’s actions.

One way in which the game accomplishes its goal is to eschew the traditional second person, present tense IF voice, settling instead on a first person past tense narration. A typical exchange looks somewhat like this:

>I
I had on my person the following items:
my pocket New Testament

>READ BIBLE
I practically knew its contents by heart.

>GET TRUNK
Oh, but the trunk was heavy! I managed to lift it just high enough for the
purpose of moving it around, but I was getting far too old for this sort of thing.

At first, I was surprised how little a difference this made to me. The game still felt quite natural, which I think is another testament to its writing. On reflection, however, I think that the changes did make a difference. By choosing a first person voice, Muse sidesteps all of the controversy surrounding assigning emotion to the player character. In fact, the game is constantly ascribing emotions to the PC, but it never grates because the first person POV assumes this role quite naturally. Having a game say things like “you practically know its contents by heart” or “you are getting far too old for this sort of thing” would cause much more dissonance for me, especially as the game moved into its deeper emotional registers. The past tense achieves a similar sort of distancing from the player, as well as heightening the “period” effect, not that the game needs it. Muse evokes the Victorian feel extremely well, and the spell is never broken by any piece of writing, any detail of setting, or any development of character.

There’s only one problem. One part of Muse‘s realistic, natural approach is that events go on without you if you aren’t in the right place at the right time. On my first run through the game, I was off doing text-adventurely things like examining all the objects, trying to talk to various characters about dozens of different subjects (an effect which the game also pulls off remarkably well — its coding is quite deep in some areas) and exploring the landscape. Even though the game was giving me gentle nudges to check into the inn, I didn’t do so, because for one thing I couldn’t find it right away, and for another thing I was having too much fun exploring the very rich world of the game. As a result, one of the major plot points happened without me, putting me into a situation where, as far as I can determine, the optimal ending was unreachable. What’s worse, I didn’t know I couldn’t reach the best ending; because it was my first time through, I didn’t realize I had missed anything I could have participated in anyway. I ended up wandering around, quite frustrated with my inability to cause the story to progress.

When I finally looked at the hints, it became clear to me that I had failed to perform an important task, and that as a result the happiest ending had been closed to me. Now, this is of course very realistic — we miss things all the time that could change our lives significantly, and we never know that we’ve missed them — but I don’t think it’s the best design for a game, even a game so story-oriented as Muse. The loss was affecting in its own way, especially when I replayed it after completing the game with the happiest ending, but I didn’t like it that I had “lost” without having any way of knowing I had done so. I don’t think it had to be that way — I can certainly envision how the game might have at least pushed (or strongly nudged) me into a less optimal ending, so that I might realize more quickly that I had missed something, or perhaps the game could even have left the optimal path open even when the plot point had been missed. I would have loved the chance to complete such an incredible story my first time through, without having to resort to hints.

Rating: 9.3