Letter to the Author: Worlds Apart [misc]

[I beta-tested Worlds Apart, a fantasy game released in 1999. I didn’t review it, since reviewing a game I’ve beta-tested always seemed sketchy to me. However, I did write a long letter to its author, Suzanne Britton. With her permission, I reprinted that letter on my website, and now I’m moving it here. Note that it includes SPOILERS. This letter is dated May 19, 1999.]

Dear Suzanne —

In an earlier conversation, I referred to the style of Worlds Apart as “High Fantasy.” That’s not quite right; I was reaching for a term, and the one I came up with is inadequate because the fact is that WA doesn’t perfectly fit genre conventions. In fact, it comes closer to one of those grand, sweeping alternate-world SF stories, right down to the richly detailed biology, geography, and sociology of the invented planets. But it feels like fantasy. Orson Scott Card once wrote that the essential difference between fantasy and science fiction is that “fantasy has trees, science fiction has rivets.” Worlds Apart definitely has trees.

Moreover, it has telepathy, which certainly leaves it out of the “hard SF” category. It presents itself in a somewhat formal, elevated tone — no slangy streetwise speakers or clever cyberpunk cant to be found anywhere — and the concerns of the narrator are definitely emotional concerns. Despite the fact that this is IF, she’s not solving some Asimovian logic problem or saving the universe with a sparkling piece of technology. She’s not conquering a new frontier or establishing a planetary Empire; she’s not fighting insectoid invaders or solving virtual-reality mysteries. Instead, her frontier is inside herself. Her explorations, and her triumphs, feel more like poetry than adventure yarn. The “magical” items in the story have a strong metaphoric quality, and her encounters (especially with Saal) vibrate with mythic resonances. Small wonder that when the lazy librarian inside my brain reached for a shelf to put this on, it was closer to the Fantasy section than it was to SF.

But it is SF, albeit “soft” SF, where psychic powers and dragons can mix with other planets and evolved humans. The amount of world-building that WA displays is breathtaking. I know you’ve mentioned (and I’ve read on your web page) that for you, the Higher World is not exactly a product of the imagination. It’s been your companion through life and its visions are delivered to you rather than being crafted by you. But whatever its source, the level of detail in Worlds Apart was very impressive to me as a reader. It spoke of a careful, meticulous, thoughtful working-out of all the various aspects of an alternate world, even if that’s not exactly where it came from.

I spent a few years of my life studying literary theory, and I walked away from it believing that what the author intended for a work, and how exactly that work was created, is less important than the messages that the work itself delivers. What WA delivers is a kind of escape, a journey into a universe where my gills allow me to stay underwater indefinitely, where I can ride on dragonsback to the moon, and where I can reach out with my sixth sense to find out what other people are really feeling. Whether this world is really real to you or just made-up is immaterial to me, because you give me so many details and present the setting with such confidence that it feels real to me too, even though I’ve never had a vision in my life.

The fact that Worlds Apart is IF adds greatly to this sense of immersion. I think you’ve discovered (or deepened, anyway) a very potent combination: rich detail and interaction. In static fiction, a vivid setting greatly enhances a reader’s suspension of disbelief, and in IF the ability to command a character and actually explore this setting reinforces the escapist impulse from another direction. By combining these two to such a high degree, you’ve created a work that is very immersive indeed.

This combination is all the more precious for being so rare. Both world-building and the implementation of meaningful interaction are incredibly time-consuming pastimes. The fact that Worlds Apart has so much of both makes it a very special story. I really enjoyed testing it, and hope that my own work can live up to its high standard. My aims are somewhat different, but you have definitely set the bar for detail and richness.

I will probably take you up on your offer to betatest LASH, but it will be awhile. After testing Worlds Apart I was moved to play LASH in the same (testing) mindset, and in the process I found any number of things that I now want to improve or change. I think that the experience of testing Worlds Apart has not only made me a better tester, but a better author as well. Thanks for giving me that experience. Best of luck with the game, and in your life as well. Keep in touch.

Trading Punches by Mike Snyder as Sidney Merk [Comp04]

IFDB page: Trading Punches
Final placement: 10th place (of 36) in the 2004 Interactive Fiction Competition

Trading Punches is a lovely piece of work, with a good story and a fine design. It’s also got some flaws, so let me tackle those first, and then I’ll move on to the loveliness. The first problem I had with the game may be more just an idiosyncratic reaction: I found much of its prose rough going. It’s not that the writing was error-laden or terribly awkward — it’s just that I kept finding myself wanting to skim over it, and having to concentrate to actually read it. The problem was most severe in long room descriptions and infodumps, of which the game has many. I’m not sure whether the prose was just too dense for me, or whether it was some question of style, or what. I know that’s an unhelpful reaction, but it was my reaction nonetheless.

One definite problem with the style is that the game goes way overboard on a particular gimmick for making things sound SFnal: word-mating. Thus, the PC wanders around a landscape of “mossgrass” and “elmpines”, watching the “peacrows” and then later drinking some “brandyrum” and “whiskeygin”. Yeesh! A little of this strategy goes a long way, and Trading Punches had way more than a little; it sounded pretty silly in short order. Finally, though the game was obviously tested, a few significant bugs made it into this version. For one thing, certain commands, like “score”, draw no response at all from the game. Even more seriously, there’s a class of locations with one exit that consistently thrusts the player into a formless void from which there is no escape. At first, I thought this effect might be intentional, but further experimentation demonstrated that it’s almost certainly accidental.

So yes, Trading Punches has some problems, but I still ended my play session feeling very happy with it. Why? Well, for starters, I enjoyed the story quite a bit, and aside from the excessive word-mating, the setting felt nicely realized as well. In general, the plot and the game-world felt reminiscent of the work of Orson Scott Card, which I like very much. I don’t know if the author of Trading Punches is familiar with Card, but I wouldn’t be at all surprised to discover that influence on this game. It’s got plenty of Card’s hallmarks: bitter rivalry within a family, affecting the larger world and universe on a grand scale; a gifted protagonist with a strong moral center who has a significant impact by helping (or trying to help) others; and strong familial bonds offsetting the deep familial schisms elsewhere.

The aliens in the game feel original and well-imagined, and lend themselves to symbolic use as well. I also appreciated the design of the game — its central story of sibling rivalry is told through chapters that don’t hammer the point too hard, but still make it quite clear how the enmity grows between the two brothers. By skipping forward in time to the most important incidents in their relationship, the game develops the character of both the PC and his brother quite satisfyingly. Situating the chapters within a frame story works very well to knit the disparate pieces, and the game does an excellent job of weaving revelations about the frame story into the content of the chapters and vice versa. Unfortunately, two hours wasn’t quite enough time for me to get through it, partly because of my denseness around one of the puzzles. However, a glance at the walkthrough shows that I was most of the way through, and I felt regret at having to stop the game and write this review, which is clear evidence that the story had me hooked.

Even aside from the story and the design (and its bugs and prose tics notwithstanding), Trading Punches boasts an impressive amount of craft. Especially noteworthy are the game’s cool multimedia components. Each chapter (and each return to the frame story) begins with a full-screen graphic. These graphics are quite lovely, and do an excellent job of establishing the landscape. I found this especially helpful as I struggled with the dense prose’s attempts at scene-setting. The illustrations look as though they were created in some kind of graphics rendering software, and consequently have a bit of a Myst-like feel to them, which is a good thing.

Also effective is the game’s music, a synthesized soundtrack which loops constantly in the background. The music is generally quite effective at enhancing the mood of a particular scene, though some of the musical pieces don’t have enough melody or complexity to withstand the constant looping. No matter how good an eight-bar tune is, it’s bound to get a little grating on the hundredth repetition. The game itself is quite solid, too — it’s clear that a whole lot of effort went into this project. Aside from the few bugs I mentioned in the first paragraph, I found the code pleasantly error-free, and the same goes for the writing. The puzzles worked well for me, and the game did an excellent job of providing cues to help me know what I ought to try next. One item in particular was not only quite well-implemented, but also provided an excellent emotional through-line for the story.

Trading Punches still has a few details to clean up, and the word-mating has to go, but I’d recommend it without hesitation, especially to fans of dramatic fantasy games like Worlds Apart.

Rating: 9.2

Jump by Chris Mudd [Comp01]

IFDB page: Jump
Final placement: 41st place (of 51) in the 2001 Interactive Fiction Competition

Jump puts me in mind of something Orson Scott Card said in a 1997 interview. In talking about how he started as a playwright before becoming a novelist, Card says, “By the time I turned to fiction, I had already cleared many of the first hurdles (I had written my suicide story, my perversion story, etc., and had moved beyond them, as every good writer eventually must).” What we don’t know from this quote is just what happened to that suicide story. Given that he was writing plays for BYU at the time, it’s not such a stretch to imagine that Card’s suicide story was enacted onstage for whatever audience might show up to student productions. After playing this game, I have a notion of how that audience might have felt.

Jump is a suicide story. To me, this was clear just from the title and blurb in Comp01, but no matter who you are, you’ll know it’s a suicide story before game’s first prompt, given that it opens with a suicide scene. Suicide stories in IF are an even trickier proposition than in static fiction (a term I dislike, by the way, but can’t think of a better alternative at the moment), because it’s one thing to watch someone kill themselves, and quite another to direct their actions towards that goal. Jump stops just short of In The End, since it doesn’t actually demand that the player type KILL MYSELF at the prompt, but it’s just as obvious that’s what’s going to happen, and the inevitable is just as… inevitable.

There’s a bit of window dressing that attempts to explain the suicide, but really, it’s just that: window dressing. They’re all the sort of movie-of-the-week elements you’d expect: adolescent protagonist; a suicide pact at school; dialogue that’s waaay over the top; alcoholism, battering, and probably child molestation in the protagonist’s home. These things feel pasted on — I never had the sense at any point that any of the characters were anything but cardboard cutouts. Details, characterization, and plot are so sparsely provided that it’s very difficult to really care about who these people are and what happens to them. It’s all overwith rather quickly anyway, so we barely get a chance to meet the characters, much less identify with them.

There are also religious overtones that ring false. Part of this is because of the general shallowness of the piece — it’s hard to get into the protagonist’s mindset when we get so little insight into her. Reading Christian scripture as advocating suicide is so far from typical that it really demands some explanation, and the game provides very little. The other part of the problem is implementation, as seen here:

>x picture
His eyes look skyward. His arms are spread. His legs are together.
Blood oozes from his feet and hands.

>x jesus
You can't see any such thing.

Well now, wait a sec. If that isn’t Jesus, then just who is it in the picture with the bloody hands and feet? I’m reminded of another quote, this time from Homer Simpson, after being called “wicked” for skipping church:

Kids, let me tell you about another so-called [makes quotation marks with fingers] “wicked” guy. He had long hair and some wild ideas. He didn’t always do what other people thought was right. And that man’s name was… I forget. But the point is… I forget that, too. Marge, you know what I’m talking about. He used to drive that blue car?

Anyway, my point is… wait, what was my point? Oh, right: the story begins, there’s a suicide, the story ends. Doesn’t take too long. Doesn’t accomplish too much. But if, as Card implies, the suicide story is a hurdle, consider it cleared.

Rating: 3.1