Guard Duty by Jason F. Finx [Comp99]

IFDB page: Guard Duty
Final placement: 36th place (of 37) in the 1999 Interactive Fiction Competition

Wow, now that’s really too bad. As with The Water Bird, I knew that there was a fatal bug in Guard Duty before I started playing it. I didn’t know what that bug was. Turns out the game crashes as soon as you take inventory. This crash occurs with both Frotz and Jzip. It doesn’t occur with Evin Robertson’s Nitfol interpreter, though that interpreter will spit a lot of errors at you during crash-worthy occasions unless you turn on its “ignore” function. So that gave me a decision to make. Do I rate the game based on its ability to function under my traditional interpreters of choice, or do I download a new interpreter, set it to ignore all errors, and play through the game (or as much as can be played) that way?

I chose the former. Here is my reasoning: I try to judge all the competition games on a level playing field, as much as possible. When I played The Water Bird, I played the version that I downloaded on October 1, fatal bug included. If the author had released a bugfix version, I wouldn’t have used it, because one part of the challenge of the competition, as I see it, is to release the best game possible by the assigned deadline. If I play a version that comes out after the deadline, that version would have an advantage over all the other games whose authors could have fixed post-deadline bugs, but who didn’t do so because they’re following the rules.

A similar logic applies to interpreter-specific bugs. To my way of thinking, a bug that shows up in any interpreter (as long as it’s not the interpreter’s fault) is a bug that ought to be factored into the game’s rating. Even if it’s possible to jigger an interpreter so that it will look like the bug doesn’t exist, that doesn’t mean that the bug is gone. Part of an author’s job is to test the game thoroughly enough that its bugs get fixed before the game is released. If this doesn’t happen, the bug should be factored into the game’s rating. I already wrote my screed on how games that haven’t been bug-checked or proofread shouldn’t be entered into the competition, and there’s no point repeating it here. It’s really too bad, though, because like The Water Bird, Guard Duty showed a lot of potential before it crashed and burned.

Unlike the bug in The Water Bird, however, Guard Duty‘s bug is of a nature that I felt it made the whole game unplayable, not just a portion of it. For that reason, I didn’t feel justified in giving the game any rating higher than 1. I hope that in remembering Guard Duty, authors will think twice about entering a game into the competition before it’s ready. It’s really not worth it.

Rating: 1.2

Lightiania by Gustav Bodell [Comp98]

IFDB page: Lightiania
Final placement: 22nd place (of 27) in the 1998 Interactive Fiction Competition

After most of the reviews were submitted for the 1997 competition, there was the usual firestorm of controversy about what an IF review should do. Every time the subject of criticism comes up, there is a certain segment which asserts the idea that criticism should never be too negative, that it should nurture the developing author rather than blast the substandard game, and that reviewers shouldn’t treat their subjects as they would a professionally produced movie or book, but rather as the amateur product of an amateur author, and make generous allowances for any problems in the work. Now, I don’t subscribe wholeheartedly to these notions — I actually think that honest criticism of a work’s flaws is the best way to make sure that author’s next work (or even the next revision of the current work) will be free from those flaws, creating better interactive fiction for everyone. However, I do believe in constructive criticism, and I certainly don’t want to discourage anybody from writing IF, no matter how problematic their previous creations may have been. Some of the reviews for the 1997 competition were significantly harsher than mine, and I think (or at least I hope) that they were the primary spur for the subsequent criticism controversy. However, looking over my reviews from that year, I had a bit of a guilt attack, and posted a message apologizing for anyone’s feelings I might have hurt with my reviews, and assuring all authors that reviews are not personal rejections, but rather that they are about the work itself and that no one should be discouraged from further writing by a negative review. I also promised myself that I would try to have a lighter touch in my 1998 reviews.

Therefore, I tread lightly. But some reviews are harder than others to write. This is one of the tough ones. Lightiania is a very deeply troubled game, which will take a lot of work before I can really consider it a quality piece of interactive fiction. Therefore, in the spirit of constructive criticism, here are some of the things that would really improve Lightiania. First on the list has to be correct English spelling and grammar. The mechanics of the writing in this game are just abysmal — the nature of the errors lead me to suspect that perhaps English isn’t the writer’s first language, which would certainly make the problems understandable. I’ve taken some Spanish classes, but if I tried to write a text adventure in Spanish, you can be certain that the result would be nigh-unintelligible to a native speaker. However, due to my lack of ability I would recognize the need for a proofreader. This is the step that hasn’t been taken in Lightiania. As a result, the language is so mangled that it sometimes doesn’t even make sense. A sample sentence: “You get VERY supprised [sic] when you, after a smaller blackout, [no mention of blackouts before this point. Is this electricity, or drinking, or what?] realises [sic] that is [sic] is in fact a quite big space craft that has crashed in the middle of the meadow.” The first step to take, and one that would improve the game a lot, is major, major proofreading.

The next thing that needs to happen is that some very basic design points need to be changed. Right now, Lightiania is a very simple game, with really only one puzzle, and virtually no plot. The plot (such as it is) is this: You are an inventor, and a flying saucer has crashed a few miles away from your house. You try to get this ship flying again. Why does it matter that you’re an inventor? Where are the aliens? Why would you try to get the ship flying before finding the aliens? What does “Lightiania” mean in the first place? These questions, and many others, go unanswered in the game. What’s worse, the game’s one puzzle is virtually unsolvable without a walkthrough. It requires you to find a piece of a lock-and-key mechanism by LOOKing UNDER a piece of scenery. No problem, right? Well, the problem is this: that piece of scenery is never mentioned in the game. Until the walkthrough told me to “LOOK UNDER WARDROBE” (not the real solution, but analogous), I had no idea there was a wardrobe in the room. These are very serious problems. Many would be fixed by a good proofreader, or beta tester, or (dare I dream it?) both. I’m not saying these things to be harsh, and I definitely believe that someone with the imagination and enthusiasm displayed in this game should write again. But please, please: don’t release it until it’s in English and it makes sense.

Rating: 1.1

Symetry by Ryan Stevens as Rybread Celsius [Comp97]

IFDB page: Symetry
Final placement: 32nd place (of 34) in the 1997 Interactive Fiction Competition

Oh, man. When I saw the title, one misspelled word, I began to feel the familiar dread. When I read the tortured sentences of the introduction (“Tonight will be the premiere of you slumbering under its constant eye.”) the fear built higher. And when I saw the game banner, I knew that it was true: Rybread Celsius has returned! Yes, the infamous Rybread Celsius, author of last year’s stunningly awful Punkirita Quest One: Liquid and only slightly less awful Rippled Flesh. Rybread Celsius, who announced to the newsgroups that his games would suck, and proved himself extravagantly correct. Rybread Celsius: I hope it doesn’t hurt his feelings if I call him the worst writer in interactive fiction today.

See, he just doesn’t write in English. Sure, it may look like English, but on closer inspection we find that the resemblance is passing, perhaps even coincidental. Misspellings and bad grammar are just the tip of the iceberg. The sentences often just don’t make sense. (For example, “A small persian rug sits as an isolated in the center of the room…” I’m not making this up. In fact, this all comes before a single move can be made in the game.)

But OK, say you were smart and had a good translator, and could understand what the game is talking about. Then, my friend, you would have to deal with the bugs. The game world makes almost zero sense, even if you can get past the prose. Simple commands like “get in bed” thrust you into darkness, at the same time insisting “But you’re already in the Your Bed.” (you weren’t.) Perhaps you’d turn to the walkthrough in such a situation. No luck. In fact, the (twelve-move) walkthrough includes a command which isn’t even in the game’s vocabulary. The best you can achieve is “A Phyric Victory” (I think he means “Pyrrhic.”)

I don’t mean this as a personal attack. I really don’t. I would love to be proved wrong, to see “Rybread” come up with a great game, or even an understandable one. But I’m not holding my breath. Go ahead, play Symetry. Just don’t say I didn’t warn you.

Prose: … oh, forget it.
Plot:
Puzzles:
Technical (writing):
Technical (coding):

OVERALL: A 1.4 (you’ve got to give the guy credit for persistence.)

Coming Home by Andrew Katz [Comp97]

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

Coming Home is an unremittingly awful game, one which never should have been released publicly. It’s hard to think of it even as an exercise for the author to learn Inform, so buggy and illogical are its basic design and implementation. Perhaps it could be considered a first step toward learning the language; in my opinion, such bumbling, poor initial efforts have no place in a public forum, let alone a competition. It’s not much fun wandering through somebody’s ill-conceived, cobbled-together, inside-joke universe. In fact, playing Coming Home is a kind of Zen torture, an experiment in just how unpleasant interactive fiction can possibly be. Perhaps it’s what IF is like in Hell.

Frankly, I don’t feel like putting much effort into this review, since the author obviously put so little effort into creating a quality game for the competition. I know it wasn’t a personal affront, but I felt insulted that he thought this jerry-built piecework was worthy of anyone’s time. It certainly was a wasted 15 minutes for me before I turned to the hints, and another wasted 15 minutes before I decided to just let the recording show me the rest of the game.

I want to encourage anyone who is interested in IF to contribute to the medium by writing a good game. But please, until it’s good (Lord, at least until it works)… keep it to yourself.

Prose: Coming Home doesn’t waste much time on prose. Which is unfortunate, since it’s supposed to be a text game and all. What’s there is really bad — not fun bad or silly bad like Detective, just bad. I think even the MST3K crew would get bored with this one.

Plot: Like the rest of the game, the plot is unclear, and what can be discerned doesn’t seem to make much sense. Apparently you’re a very small person (a child?) who has been away from home for a long time, can’t survive without eating and going to the bathroom every few minutes, and lives in a haunted house where doors close and lock of their own accord, people behave like furniture in some rooms and mysterious forces in others, and the bathrooms are smeared with urine and feces until you tell Mom to clean them up to a nice sparkle.

Puzzles: Puzzles? How to interact with the parser. How to move from place to place as directions randomly disappear. Why people appear and vanish, apparently magically.

Technical (writing): The writing didn’t have terrible mechanics (nothing like Punkirita from the 1996 competition, for example), but it sure wasn’t good either.

Technical (coding): To even try to summarize all the problems with the coding would take more time than I’m willing to give to this game. If you’ve read this far, you probably have a basic idea.

OVERALL: A 1.2