Bellclap by Tommy Herbert [Comp04]

IFDB page: Bellclap
Final placement: 17th place (of 36) in the 2004 Interactive Fiction Competition

When I wrote LASH, I was interested in the concept of separating the player from the PC. Thus, instead of the traditional IF second-person voice, it used first person, and made “me” refer to the player while “you” referred to the PC. Now, Bellclap goes one more step by separating the player, the PC, and the parser. In this game, you (the player) are apparently some sort of god, and you’re answering the prayers of a supplicant (the title character and PC.) However, the two of you are working through an intermediary — it’s never made quite clear what or who this is, but there’s definitely some kind of third party relaying your commands to the PC and reporting the resulting actions back to you. It’s the parser personified, basically, as some kind of angel or holy spirit, though its diction is more that of a bureaucratic functionary.

The game speaks mostly in the third person, because it’s mostly relaying information about the PC, but the parser speaks in first person when referring to itself, and in the second person when referring to the godlike being at the controls. For example:

>x me
He can't see you, sir. You're in light inaccessible, hid from his eyes.

Unless that instruction was intended for me, in which case you're looking radiant, sir, radiant.

>x bellclap
He is dressed in a tunic, sheepskin coat and sandals, and he has a bag in which he carries food and tools for the maintenance of walls, fences and thatch.

>x you
He can't see me, sir. I'm more a sort of guiding voice.

I thought this was a really fun experiment, and Bellclap carried it off quite well. It seems clear that a fair amount of work and thought went into overhauling the standard Inform libraries to reflect this unique split consciousness, and the result felt seamless to me. Sadly, the game was quite short — just a few puzzles strung together, really — and therefore it didn’t explore the gimmick nearly as much as it could have. Also, I’m not sure that making the player an omnipotent being was the best course, as the most obvious solution to pretty much all the problems would have been to just exercise some divine power over them. The game declares these sorts of actions verboten for no apparent reason other than that they’re not implemented.

Consequently, I was left feeling not very godly, even though some of the PC’s actions result in supernatural events. Actually, the scenario put me in mind of the M*A*S*H episode where Father Mulcahy is stuck in a remote location with a wounded man and must perform a tracheotomy, while Radar relays Hawkeye’s radioed instructions on how to do so. That scenario had a tension that Bellclap lacks, not just because of the urgency and life-or-death nature of the operation, but because the knowledgeable party was powerless to exercise that knowledge directly, and the person who was capable of action was crippled by inexperience, while both had to deal with the comically squeamish middleman.

In Bellclap, there’s no clear reason why the knowledgeable party should be powerless — just the opposite, in fact, since the game clearly establishes him as all-powerful. For people exploring this structure for IF in the future, I think a stronger design would exploit rather than undermine the difficulty inherent in the separation of commander, relayer, and actor.

As for the rest of the game, it’s pretty good, though as I said, there’s really not too much to it. The prose strikes a strange pseudo-Victorian tone that works despite itself, and occasionally gets off some excellent jokes, such as when I tried to make Bellclap go up from a roof:

>u
But gravity, sir. Gravity. They're your physical laws, not mine.

I also really enjoyed the response to JUMP: “Bellclap wants to know how high.” The writing was blessedly error-free, but the coding was just a little weaker. Most of the game was quite solid, but I encountered a couple of situations that the game mishandles. The worst offender is a puzzle that requires a container to be filled with liquid, but doesn’t properly recognize the word FILL. Instead, the game wants a command syntax along the lines of PUT LIQUID IN CONTAINER, which is both anti-intuitive and anti-mimetic.

Speaking of puzzles, I thought these were pretty good too — most of the solutions were quite unexpected, but they made sense in retrospect. Bellclap gave me the strange sensation of solving puzzles even though I had no idea why the solution would work, which I suppose is as close as I’ll ever get to omniscience. I was sorry when the game ended so soon, and I’m certainly looking forward to future works by this author.

Rating: 7.8

The Big Scoop by Johan Berntsson [Comp04]

IFDB page: The Big Scoop
Final placement: 13th place (of 36) in the 2004 Interactive Fiction Competition

And so the Great Conversation System Experiments continue. The Big Scoop has found a way to combine the open-ended ASK X ABOUT Y system with the focus of Emily Short‘s topic-based systems — the game still uses the ASK ABOUT command diction, but there’s also a TOPICS verb available, which tells you most of the topics you can plug into the formula. As a bonus, it also tells you what you can plug into TELL ABOUT. This system intrigued me, but I ended up feeling a little disappointed with it.

At first, I was excited by the prospect of not having to play hunt-the-noun, but my reaction upon seeing a list of nouns to try was that I needed to try them all. Immersion drained quickly as an exchange between two characters turned into an administrative task, and not a very rewarding one at that, since the NPC generally only had a line or two at most about any given topic. Moreover, Scoop was implemented deeply enough that the list included most of the verbs I would have thought of, but I never needed to try to think of them, which lessened my engagement with the game.

In a way, Scoop‘s system is the worst of both worlds. It retains the cumbersome ASK ABOUT form but removes all of the feeling of mystery and possibility that comes along with thinking of new things to ask about; it provides Short’s unwieldy TOPICS list, but loses all her handy abbreviations and her menu options for conversational gambits. In addition, the list sometimes shows topics that the PC has no way of knowing about yet, which effectively constitute plot spoilers. So in the end, I found Scoop‘s conversation system to be a failed experiment, albeit a noble one.

Happily, there’s better news about the rest of the game. The Big Scoop has an engaging story that starts off with a dramatic situation that could have come right from a Hollywood thriller. The PC awakens, disheveled and disoriented, in a friend’s apartment. Stumbling into the kitchen, she finds her friend’s dead body, and a voice on her cellphone says that the police are on their way; she’s about to be framed for murder.

It’s not easy to escape from this grim situation, but when she does, the perspective shifts: now the PC is a reporter investigating the murder, and it becomes clear that the first scene was simply a swollen prologue. This structure worked well for me — the urgency of the initial scene carried over nicely into the rest of the game, and having played the victim of the framing, I never had any doubts that she was innocent, which helped me buy into the reporter’s quest to clear the victim’s name.

In addition to a good story and an inventive structure, Scoop also sports some wonderfully deep implementation. It provides descriptions for most all first-level objects, and it frequently surprised me with what verbs those objects could handle. For instance, when the PC awakens in room with a red stain on the carpet, I tried something a little unusual:

>smell stain
The sweet smell makes you feel sick.

The game was completely prepared for that command, and used the results to further the prologue’s ominous mood. Bravo. Finally, Scoop does some nice work with NPC interaction. This is perhaps no surprise from the author of The Temple, a Comp02 game whose best feature was its main NPC, who behaved like an actual person and worked as a team with the PC. The NPC in this game fills a similar role, and the added bonus is that since she serves as the PC in the prologue, her character comes that much more alive.

Sadly, there are a few things that mar the experience, the first of which is Scoop‘s sometimes wobbly English. This game was apparently simultaneously developed in Swedish, and there are some rough patches in the translation:

>ask cop about blood
"He bleed over the whole place," the policeman says grumpily.

Like most of the English errors in Scoop, this one could be down to a simple typo, which makes it much stronger than The Temple was, not to mention far better than some of the translated games I’ve already played in this comp. However, the accumulation of these blunders, along with telltale missteps like calling an office break room a “breakout area,” make the writing feel just a bit off-kilter.

Similarly, though the game has clearly been extensively tested, I still found a few bugs and missing verbs. The worst one, unsurprisingly, involves an object that functions as a rope — the game has difficulty keeping track of just where this object resides once it’s been tied to one thing. Finally, Scoop suffers from an occasional lack of clarity. The most glaring example is in the game’s climactic scene, in which something critical happens that is never actually described, and must instead be inferred from subsequent events. It seems clear that this lacuna isn’t part of some artistic effect, but is rather just an oversight, and quite a severe one at that. Still, the good far outweighs the bad in this game — it tried something new in its conversation system, and it kept me interested with a compelling story and canny puzzles. I enjoyed my time with it.

Rating: 8.7

Heroes by Sean Barrett [Comp01]

IFDB page: Heroes
Final placement: 3rd place (of 51) in the 2001 Interactive Fiction Competition

The intersection of landscape and character in IF is a highly fertile one, and Heroes reaps a great harvest from it. Now, I should qualify this review with the statement that I wasn’t able to finish the game in two hours, and therefore missed what looked to me like it might be an additional payoff in the game’s structure. So in describing what I found in the game, I might not be telling the whole story about what’s there. With that caveat in mind, the game’s gimmick is this: set up a fairly simple landscape and a basic goal, then allow the player a choice of five viewpoint characters, each of which share the landscape and goal.

This structure makes Heroes a sort of five-games-in-one, where each subgame enhances and deepens the others, since one character might have an insight or knowledge about the situation that the others lack. In addition, seeing the game’s location through five pairs of eyes allows juxtapositions that simultaneously intensifies our understanding of the location and the character. For instance, a fairly basic area, as seen through the eyes of an adventurer, a thief, and an enchanter:

Temple Way
The grimy, ramshackle buildings of Oldtown dutifully try to reform
themselves as you progress east down Temple Way, but nothing besides
the temple itself makes any real pretense of belonging anywhere other
than Oldtown. Or rather, nothing besides the temple and Baron
Sedmon's nearby mansion.

Shadowy Road
Sturdy, functional buildings lie in and out of shadow on the road to
the temple square. Simple architecture, devoid of handholds; closely
spaced buildings, devoid of alleyways; uncut walls, devoid of
windows: the builders in this area knew how to encourage amateurs to
go elsewhere.

East-West Road
Randomly arranged paving stones form this street, proceeding east
towards a more attractive arrangement. The darkened buildings lean
sloppily over the edge of the street, reducing the energetic
potential of the strict east-west layout. West the road leads back
into the seething mess that is Oldtown.

I can’t say enough about how much I loved this. Because the characters are each limited to their own viewpoints, but we are able to see them all, the game gives us a far more complete and interesting picture of the area than any single viewpoint could provide. In addition, because we have seen the area through other eyes, we gain insight into the viewpoint character by noticing what that character does and doesn’t observe. Where the adventurer simply notices what ways are open for travel, the enchanter observes how those avenues impinge on a geometrically-oriented magic system; where the enchanter notices only the direction of the walls’ lines, the thief notices the lack of handholds and windows.

Some games have begun to explore this dynamic — Wishbringer and LASH displayed the changes of a landscape and the shifting meanings attendant to that change, while Being Andrew Plotkin gave us a variety of characters whose reactions to a particular area conflicted, to wonderful comic effect. Heroes takes the next step, opening up an endlessly fascinating vista.

Correspondingly, the game’s design also reflects a diversity of viewpoints. Each character has the same goal, but none of them will go about it in quite the same way. The adventurer’s method combines both NPC interaction and object manipulation, first learning what an NPC wants in order to stop being an obstacle, then obtaining that desideratum through various clever mechanical operations and trickery. The difference between this and the enchanter’s method is similar to the difference between the PC of the Zork series and the PC of the Enchanter series — instead of pushing, pulling, turning, and moving things, the mage casts spells that have different, but equally useful, effects. The thief utilizes shadows and rooftops, while the king depends almost completely on NPC interactions such as gossip and courtly intrigue.

It’s just a lovely idea, and for the most part, the game carries it off very well. In addition, several neat choices appear to prevent the game from ever becoming unwinnable, but not by preventing missteps on the part of the player. Instead, as it becomes clear that an action may have closed off the game, Heroes offers the player opportunities to undo the consequences of that action, or to take another shot at the crucial action. After playing so many games in this comp that really do close off without warning, it was a great joy to realize that in this game, I didn’t have to restart after all, especially since restarting would have meant starting each viewpoint story from the beginning.

With all this going for it, Heroes easily would have scored a 10 from me (by which I mean somewhere between 9.5 and 10.0) if not for a few problems. For one, a couple of the puzzles appear to lack sufficient information about their components, making it very tough to guess their solutions. At least one other had a solution that appeared to contradict some of the stated rules of the situation. In addition, there were a number of instances where I felt that the game failed to give me enough feedback about whether I was on the right or wrong track, or where a perfectly valid idea was unimplemented (even if just with a failure message that provided a clear reason for denying the action.)

Finally, and most problematic, one of the sections appeared to be broken in such a way as to allow its main puzzle to be bypassed entirely. Heroes is an ambitious project, and in some ways it’s not surprising that the game should still be pretty rough around the edges. Its problems prevent it from reaching the very top echelon of competition games, but what it does have to offer is dazzling indeed.

Rating: 9.4

The Beetmonger’s Journal by Scott Starkey as Aubrey Foil [Comp01]

IFDB page: The Beetmonger’s Journal
Final placement: 5th place (of 51) in the 2001 Interactive Fiction Competition

When I wrote LASH, one of the things I had some fun with was splitting up the functions that we traditionally assign to the PC. The conceit of the game was that the player was controlling a robot via the IF interface; the robot reported its experiences in a first person, present tense voice, resulting in exchanges like this:

>x me
I cannot see you. We are only connected by a satellite link.

The Beetmonger’s Journal takes this sort of complexity one step further. The game begins, told in the first person voice by the Dr. Watson-ish assistant to Victor Lapot, famous archaeologist. However, unlike Infocom’s Sherlock, where Watson actually was the PC and Holmes just tagged along, in this game it is Lapot whose actions are controlled by the player, even as the results continue to be reported by the assistant in a third person past tense voice, resulting in exchanges like this:

>x me
Lapot looked over in my direction. I stood close by, available to
offer my assistance in any way possible. Just in case, I kept my
possessions handy: a shovel, a pick-axe, a canteen, a steno notebook,
a pencil, a package of "gorp", a 50' length of rope, a compass, a
pistol, and a clean pair of undies.

I thought this response in particular was lots of fun — not only did it immediately make clear that the voice of the parser and the object of the commands were two different characters, but it also subtly provided a pretext for compass-based movement, lent plausibility to the two characters as a legitimate archaeological expedition, and poked a bit of fun at the voluminous inventories of typical IF PCs. And to put the cherry on top, the Watson character’s name was Aubrey Foil — the same as the author’s comp pseudonym, thus reeling the various character layers neatly back into the matrix of a memoir written by a famous scientist’s close companion.

Even better, a little ways in, the game does a POV shift that adds yet another narrative and character layer, and this shift is handled as neatly as can be. The background color changes, the tone of the writing alters a little, and little touches like an epigram, a printed date, and and a cleared screen smooth the transition handily. The voice remains third person past tense, but the parser’s voice and the object of commands have dovetailed back into one character, a different character from the two introduced in the frame story. Then, at intervals, we get glimpses of what’s happening in that frame story, and those bits are literally enclosed in a frame, backgrounded with the appropriate color from that narrative layer.

I have to say, I was quite impressed with all this POV manipulation — I think it was the best part of the whole game. I got excited just thinking about the possibilities for parallel action and dramatic irony that this technique opens up. This particular game doesn’t take much advantage of these possibilities, but it does a fine job of breaking new ground on the trail blazed by games like Being Andrew Plotkin. There were some other nicely programmed conveniences as well. For instance, one puzzle involves an action that the player will have to repeat several times throughout the game; The Beetmonger’s Journal implements this by requiring that the proper action be entered the first couple of times, then handles it automatically from that point forward. This sort of sophistication requires extra work from the programmer, but it really pays off in the player’s experience, and this game extends that kind of thoughtfulness to the player throughout.

Amidst this smooth coding, there were a few flaws. Typos, factual errors, and formatting problems were infrequent, but far from absent. In addition, there were a few places in which the game sported outright bugs. The most glaring problem, however, was with a puzzle. It’s not a puzzle everyone will encounter, because at a crucial decision point the game bifurcates into two separate plot paths, and this puzzle is only on one of those paths. However, that was the path I chose, and this puzzle tripped me up enough that I was forced to go to the walkthrough, which is unfortunate, given how smoothly the game had delivered hints up to that point.

Basically, there are two problems with this puzzle — I’ll discuss them in fairly vague terms to avoid spoilage. First, the clue for the puzzle seems to be embedded in an environmental “atmosphere” message that only prints randomly. This setup has the dual disadvantage of fading into insignificance after several instances and possibly not printing when the player most needs to see it. A crucial clue whose absence will stop the player from progressing probably shouldn’t be random. The other problem is that the correct response to this clue entails the use of a verb that’s both logically unlikely and undemonstrated anywhere else in the game. Consequently, even if I had seen the clue when I most needed it, I’m not sure it would have occurred to me to use the necessary verb — I just would never have thought it would work, because it’s rather unusual and because it’s a bit implausible.

These problems are a bit of a letdown within a game containing so many excellent portions, but they don’t detract enough to take away the essential fun of being enveloped by all those wonderful layers.

Rating: 8.8

Being Andrew Plotkin by J. Robinson Wheeler as Celie Paradis [Comp00]

IFDB page: Being Andrew Plotkin
Final placement: 3rd place (of 53) in the 2000 Interactive Fiction Competition

I was the perfect audience for this game, or near-perfect anyway. I’ve seen and enjoyed Being John Malkovich, the film by Spike Jonze. I’ve hung around the IF scene for a long time. I’ve played every Plotkin game, even Inhumane. I’ve also played every Infocom game, which turns out to be helpful as well. Even with all that, I’m not sure I caught every reference (especially given the prodigious list of such references provided by the author in the endnotes), but I think I caught a lot of them. Consequently, I’m not sure how somebody who doesn’t fulfill some or all of the above criteria would react to BAP, but I can tell you this: I thought it was a delight.

In fact, even as I was reflecting on what a rockin’ great start to the competition this game gave me, I was also regretting how small its target audience surely must be. No doubt somebody familiar just with the IF newsgroups, or just with Zarf (that’s Andrew Plotkin’s nickname, for those of you not in the know), or just with Jonze’s movie would find some entertainment value here, but how much more they would derive if they were, well, me. And believe me, there is a lot here to be appreciated. The game is gleefully deft at playing with the identity themes so memorably plumbed in the movie, and it does so in ways that are wonderfully appropriate to the medium of IF and to the specific project of exploring Zarf’s head. On top of that, it throws in lots of nifty IF references and generally has a hell of a time exploring some dark and unmapped corners of the form. In short, it works as a riff on the movie, as a riff on Zarf, and as a riff on IF itself.

The writing is, at times, a bit wobbly. I admit to being a little worried when I saw the first sentence of the game: “At last, your troubled fortunes seemed to come to an end.” The use of the past tense rather than the more traditional IF present tense, as well as the awkward phrase “troubled fortunes”, confused me. It felt like there was an initial paragraph missing, or perhaps that the PC had just died (which is how most people’s fortunes, troubled or not, tend to come to an end.) I think if the game had started out with “At long last, your troubles seem to have come to an end,” I could have swung with it, but as it was, it took me about a hundred moves to turn off the little editor in my head (apparently we all have a cast of characters capering around inside our skulls) and go with the flow. Once the game got rolling, though, there were some fantastic bits of writing. Particularly evocative and exciting were the effects generated by the various shifts in perspective that the game executes.

Those perspective shifts are some of the most intriguing things that happen in this game, or in any comp game I’ve ever seen, for that matter. I don’t want to give away spoilers here, so I’ll just say that the game explores some more or less uncharted IF territory by doing quite a bit of “head-hopping”, in both the literal and figurative senses. And of course, the fact that it is both literal and figurative is just one of the many fun things about this game. I love it when I’m still thinking about a game long after I’ve played it, still having little “aha!” moments making connections and grokking references. Yes, it’s true that the text probably could have used another round or two of revision. It’s also true that there are a few bugs remaining here and there, though there were other moments when I was pleasantly startled by the depth of implementation in some areas. The author confesses at the end of the game that “He began coding it on 2 September 2000 at 7:04am, and raced like the wind to finish it in time,” and in places, the rush shows. On the whole, however, the game is a whole lot of fun, and very thought-provoking, too. Being Andrew Plotkin is an experience not to be missed.

Rating: 9.0