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.

PAX East Part 2: There’s More At The Door [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the third in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly and the links ever so much more.]
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After some suite chat, 2:00 rolled around, which was the time PAX was officially supposed to open. So a large contingent, myself included, headed con-wards. My first and most lasting impression of PAX is: PEOPLE. People, people, and also, more people. Behind them are other people, who block your view of the people already inside, and if you turn around, you can see a long line of people, stretching back farther than you can see. I feel like if I’d missed my plane, I could probably have walked a couple of blocks from my house in Colorado and gotten in line for the PAX keynote with Wil Wheaton. Good lord, there were a lot of people.

Serious luck was on my side, as I had Rob Wheeler along to act as my Virgil through the utterly overwhelming and confusing human ocean that was the PAX entrance. He’d attended the Seattle PAX the previous Fall, and had also scoped out the scene beforehand to pick up his Speaker badge. (More about that later.) He helped me navigate my way into a long entrance queue, along with Sarah Morayati, a very friendly (and talented, I later discovered) woman who came on the scene in the last few years.

Meeting Sarah was my first taste of a feeling that was to get very familiar over the next couple of days. I am, I discovered, Unfrozen Caveman IF Guy. It’s as if I’ve been in suspended animation for the last five years, and I thawed out at PAX, like Captain America looking up at the Avengers and thinking, “Who are you guys?” When Dante was born in 2005 (and really, a little before, as we were preparing for his arrival), I withdrew pretty thoroughly from the IF scene. I handed SPAG over to Jimmy Maher, I pretty much stopped writing reviews, I stopped reading the newsgroups, and I stopped visiting ifMUD. There have been exceptions here and there — my review of 1893, for instance, or my work with Textfyre — but for the most part, I have been absent. It turns out that a lot can happen in five years! I’m excited but a bit overwhelmed at how much there is to catch up on.

Speaking of overwhelming, when the line finally moved into the convention proper, we quickly heard that we wouldn’t make it into the keynote. We connected up with Stephen, and headed into the expo hall. This is about the point when sensory overload started attacking my brain cells, making it impossible for me now to retrieve my memories of who was where when. I know there was a group of us, and we met up with another group, and Mark Musante was there, and Jacqueline Ashwell was there, and Iain Merrick was there, and Dan Shiovitz was there, other people I don’t know very well were there, and probably lots of others I do but everything is blurring together because have I mentioned that good god there were a lot of people?

In the expo hall, there was also a lot of noise and sound. Wait, make that A WHOLE GODDAMNED LOT OF NOISE AND SOUND!!! And people. Of course. We watched Rob play Dante’s Inferno, which apparently involves Dante kicking lots of ass and not, as someone pointed out, fainting a lot, the way he does in the book. We watched Stephen play some game that involves falling and is impossible to Google because its name is something like “AaaaaAAaaaAAAAaaAAAAAa!!!!” We saw lots of booths and bright colors and LOUD SOUNDS and so forth. You get the idea.

After some time, I went with a subgroup of people to attend a 4:00 panel called “Design an RPG in an Hour.” It was crowded! I ended up leaning against the back wall. The panel was more or less like improv comedy, except take out the comedy and put in its place boilerplate RPG elements. What will our setting be? What is the conflict? Who are the protagonists and antagonists? What are their special traits? (i.e. What will their stat categories be?) It was pretty well-done, albeit dominated by what Stephen accurately termed “goofy high-concept stuff” from the audience. For instance, the guy shouting out “talking dinosaurs!” got a round of applause. I was happy to be there in any case, because there was a 5:30 panel on IF that would be in the same room, so I figured we’d stake out the good seats.

Now, this is a very cool thing. Some IF community folks pitched the idea of a PAX panel called “Storytelling in the World of Interactive Fiction,” and to our general delight, the PAX organizers made it part of the official con schedule! Going to this panel was one of the main reasons I wanted to come to Boston. So when it became apparent that PAX enforcers would be doing a full room sweep to prevent the very camping behavior I was counting on, it was time to make a new plan — and apparently, there was quite a line forming. So we snuck out before the panel ended to get in line.

And my goodness, it’s a lucky thing we did. When I first saw the room, I couldn’t imagine how we’d fill it with people wanting to hear about IF. But after we took our seats (which were quite good), people started to flow in. And then more came. And then more. The chairs: filled. The walls: filled. The aisles: filled.

THEY WERE TURNING PEOPLE AWAY.

I get chills again as I write it. I mean, I’m very sorry for the people who got turned away. I met several of them over the course of the weekend, and they were quite disappointed. But holy shit, what hath PAX wrought when we can cram a huge room with people interested in our medium, with tons more hoping to get in? It was stunning, absolutely stunning.

The panel itself was great. It consisted of some of our best: Emily Short, Andrew Plotkin, Robb Sherwin, Aaron A. Reed, and Rob Wheeler moderating. I won’t try and recap the panel, except to say that it was wonderful to hear sustained, intelligent, live discussion of IF. The charming Jenni Polodna, another arrival during my years on ice, wrote some very thorough notes about it, and Jason Scott filmed it, so you’ll probably be able to see it yourself sometime. Which, if you were one of those turned away, might help a bit.

All I know is that at the end, I felt like I had a whole lot of games I needed to play.

Top 10 IF games to play if you’ve been in suspended animation for the last five years

1. Blue Lacuna by Aaron A. Reed

2. Violet by Jeremy Freese

3. The games of the JayIsGames IF Comp

4. Lost Pig by Admiral Jota

5. Make It Good by Jon Ingold

6. De Baron by Victor Gijsbers

7. Alabaster by a Emily Short and also a whole boatload of people.

8. The Shadow In The Cathedral by Ian Finley and Jon Ingold. [Hey, one I’ve played! I was even a tester for it!]

9. Floatpoint by Emily Short

10. Everybody Dies by Jim Munroe

Interview from InsideADRIFT [Misc]

[I was interviewed by Ken Franklin for the May/June 2004 issue of InsideADRIFT, a fanzine for users of the ADRIFT IF development system. I’ve cleaned up the text and added links as appropriate.]

Interview: Paul O’Brian questioned by KF

This issue’s interviewee is the editor of that vital organ of the IF community, SPAG, a newsletter that packs in loads of news and game reviews. Having started on 15 May 1994, today represents the tenth anniversary of that first issue. That first issue was mostly packed with reviews of some of the games included in the Lost Treasures of Infocom package, with many of the reviews from Stephen Granade. Paul O’Brian has been editor since issue 18.

Paul, thank you very much for agreeing to answer a few questions for InsideADRIFT.

My pleasure — thanks for inviting me!

Q1. I always tend to start with this one. What brought you into the world of interactive fiction (and keeps you here)?

Probably the best and most complete answer to this question is the first editorial I wrote for SPAG, in issue #18. The short version is that after my dad introduced me to Zork in the early Eighties, Infocom became one of my teenage obsessions. Then, in the early Nineties, my interest in IF was reawakened by Activision’s release of the Lost Treasures of Infocom collections. I was discovering the Internet right about the same time, so one of the first searches I did was on “interactive fiction”; that led me to the newsgroups and to the discovery that IF is still alive and thriving, with a whole range of tools allowing people to write works just as good as or better than anything Infocom ever produced. Playing and writing new IF games was a dream come true for me.

As for what keeps me around, I think it’s a combination of things. Certainly, I’m still fascinated with the medium of IF, and I love seeing it continue to grow and evolve. In addition, editing SPAG and writing the Earth And Sky series have proved to be rather tangible commitments to participation in the IF community — even at times when I’ve felt like drifting away, I’ve found myself unwilling to leave SPAG rudderless and my game series incomplete. Finally, the IF community contains some of the most interesting people I’ve encountered in any social sphere. Being around such bright and creative people can feel a little intimidating at times, but it’s so rewarding.

Q2. The SPAG newsletter is a valuable resource for finding a wide range of reviews for the whole community. Does it currently meet the targets that you have for it and do you have more aims for the future?

Heh. “Targets.” I’ve never been inclined to set goals for SPAG, because it would drive me crazy to have specific aims for something that is largely out of my control. My only real goal is to hustle up enough reviews every three months to produce a viable issue of the zine.

Thanks to SPAG’s legions of volunteer contributors, I’ve always been able to reach that goal, though sometimes it’s meant stretching the definition of “viable” a little further than I’m comfortable with.

Remarkably, SPAG has survived for 10 years (as of May 15th, 2004), and that’s only because people continue to be interested enough in its project that they still want to submit and read IF reviews. I’m really not sure what the next ten years will hold for it. I’ll probably hand off the mantle of editorship at some point, though I’m not sure when that will be. In the meantime, I don’t plan any major changes to SPAG — I think it’s working pretty well in its current format, so aside from some possible improvements to the web site or any spiffy new features that occur to me, I’m planning to stay the course.

Q3. Editing a publication that survives on input from others can be stressful. Do you find that people are keen to write or do you have to twist arms regularly to get sufficient content?

You know, I think both are true. I believe that people are quite keen to write in theory. That is, the idea of writing a SPAG review appeals to a lot of people, and that’s why I receive work from such a variety of contributors. However, what’s also true is that people approach IF as a hobby, maybe one of many hobbies occupying their free time. So IF already exists as just a little slice of most people’s time, and when writing a review is a little slice of that IF time, it’s very easily delayed or abandoned. This is perfectly understandable, of course, but what it means is that most people need a little nudge to reignite their interest in writing a review for SPAG. I post these nudges a few weeks before each issue comes out, and I try to make them varied and somewhat entertaining, but ultimately, their purpose in life is just to serve as a little reminder and motivator for anybody with the intention of reviewing a game for SPAG. I think I’d get a lot fewer submissions without those little reminders, but that doesn’t mean people aren’t keen on the idea of writing reviews.

Q4. The interactive fiction community is an odd group, so often supportive yet also often aggressive in their arguments. Do you believe that this is all part of the healthy debate of a lively group or unnecessary conflict that detracts from its aim of producing games?

Neither. Both. I’m not sure I accept the premise of the question, actually. Certainly I’ve seen aggressive arguments on the newsgroups, but I’m not sure I’d call that a trait of the interactive fiction community per se. In part, I think it’s a trait of Internet conversations everywhere, though of course the degree of vitriol can and does vary depending on the forum and the topic. I’ve seen my share of people who I think of as IF community members aggressively pursuing a point — sometimes I don’t like it, and sometimes I take some pleasure in it, depending on how much I agree with the point and how much I think the target deserves the aggression. I’ve been guilty of it myself from time to time.

However, I wouldn’t say there’s some monolithic IF community that can be characterized as “aggressive” — what we call the “IF community” is really a very loose agglomeration of people collected around a bunch of different loci, containing personalities that range from enthusiastically friendly to dismissively sarcastic. There are also a couple of downright vicious people who haunt the newsgroups, but I don’t really think of them as members of our community so much as forces interested in wrecking whatever positive energy exists in it.

In any case, I tend to be annoyed or dismayed by most of the aggressive arguments that appear in IF fora, whether they be from established community members or from other people charging in and tossing around accusations of elitism, intellectual stagnation, provincialism, or what have you. However, my experience is that those little flamewars tend to be a rather small fraction of the mainstream of IF discussion, most of which is polite, friendly, and often thought-provoking.

Q5. The ADRIFT community can tend to feel that we are often on the margins, getting a few scraps from the wider group. I suspect this can partly be attributed to the fact that when working with the mainstream languages RAIF is the place you go for discussion, in contrast the ADRIFT forum provides us with a dedicated support group. Do you think this gives an appearance outside ADRIFT of us being different and standoffish?

Hmm. I’m not sure I have an answer for this. Just as I don’t believe there’s one dominant definition of the “IF community”, I’m not sure there’s a dominant perception of ADRIFT forum users. Even if there were, I don’t think that I’d know what it is. For my part, I think of the ADRIFT forum as one of the loci I mentioned above when I was calling the IF community a “loose agglomeration.” Others include raif, rgif, ifMUD, alt.games.xtrek, and the SPAG subscriber list.

Because I tend to follow the int-fiction newsgroups and (to a lesser extent) ifMUD, I’m not terribly aware of what goes on at the ADRIFT forum, but I’ve never thought of that as ADRIFT users’ fault — it’s just divergent interests. I suppose it would be nice if everybody had a common gathering place, but as long as there’s some cross-pollination, I’m not bothered, and certainly it’s never occurred to me to take offense at the ADRIFT forum’s existence separate from the int-fiction newsgroups. After all, what’s on the margins depends solely on what you define as the center.

Q6. I was just looking at the list of back issues, it is an impressive list and makes our 16 issues seem very small. Does it become easier the longer things go on for? (KF asked hopefully)

Easier. Well, the inescapable fact is that coming up with good original content takes work, both for you and for your contributors. That truth never really goes away. However, I do think that the more good issues you produce, the more you gain a reputation as something worth contributing to. So maybe it does get a little easier to elicit submissions as time goes on. I sure hope so, anyway.

Q7. As usual, I will end the interview by asking you what you are currently working on, and what you are looking for in the future for yourself and interactive fiction?

I’m working furiously on Earth And Sky 3 in hopes of having it ready by the fall. Speaking of which, it’s been a lot of fun to spout off and I appreciate the opportunity, but I think I’d better get back to coding now…

Stone Cell by Steve Kodat as Middle Edge [Comp99]

IFDB page: Stone Cell
Final placement: 14th place (of 37) in the 1999 Interactive Fiction Competition

Joining Bliss in the rapidly burgeoning subgenre of jailbreak IF, Stone Cell doesn’t take too long to throw the PC into the eponymous prison. What happens just afterward is one of the most interesting parts of the game. When the PC is initially put in the cell, it is much as you’d expect: a simple room with a locked door to the north, and a mat and chamberpot within. However, after the PC sleeps on the mat and awakens in the cell, the mechanics of the game change radically. Suddenly, rather than just a one-location room with an exit to the north, the cell is now a 3 x 3 grid of locations, with door in one corner, the chamber pot in another, and so on. This can be a highly disorienting shift at first, but I thought it was a really cool technique, because it uses the mechanics of location in IF as a way of presenting the PC’s state of mind.

Every so often the argument crops up on raif that what IF ought to do is present location and navigation in terms tied to a specific simulated physics, so that you can specify exactly how far north you want to walk, how many degrees you’d like to turn and in what direction, etc. Predictably, these discussions bog down quickly in the face of how difficult it would be to implement and how incredibly tedious it would be for players to have to constantly type things like “WALK TWO METERS NORTH.” But even if it were possible to implement a smooth simulated physics in a text game, the question raised by Stone Cell‘s technique is whether that physics would even make a positive contribution to the interactive fictional project. The insight is this: IF with a characterized PC isn’t simply presenting a setting. It’s presenting a setting as perceived by a particular character. Consequently, a cell that seems small at first might grow in perceived granularity and detail the longer the PC is imprisoned within it.

Unfortunately, the excitement generated by Stone Cell‘s navigation-altering technique is quickly dampened by some of the game’s weaknesses. However, I think those weaknesses also have some excellent lessons to offer potential authors and anyone else interested in design and writing issues in IF, so I want to discuss them in some detail. In order to lend a little focus to the discussion, I’m going to concentrate on the portion of the game that takes place in the cell, despite the fact that there’s an entire section of the game that takes place outside the cell. I don’t think I’ll give away any spoilers, but if I do I’ll clearly mark them beforehand. Now then, having said all that, here’s the basic problem: having created a unique space for the PC’s expanded subjectivity in this prison cell via its use of navigation and location, the game fails to follow through with a similarly expanded parser and set of environmental descriptions.

For example, the cell initially has a description several sentences long, a description which engages several senses and mentions some of the PC’s emotional reactions to the cell. However, once the cell has metamorphosed into a grid, the descriptions of each grid location are extremely terse, sometimes not even full sentences. Some examples: “You slept in this corner.”; “The heart of the cell.”; “One side of the cell.” What an opportunity was missed here! Just as the PC’s perception of the cell’s size expands, so too should her awareness of the minute details of her surroundings. It seems to me that simulating the perception of being trapped in a tiny room ought to involve more description, not less. Perhaps there would be a danger of monotony, but this could be addressed through appealing to various senses and touching on emotions, even as the original description does. Instead, it’s as if she only gives the most cursory glance to her location, despite the fact that she is trapped inside and desperate for a way out.

Speaking of appealing to the senses, that brings up the other way that Stone Cell falls short of being truly involving: the parser is far too shallow. Think about the things you might do if you were trapped in a dungeon. Perhaps you’d listen at the door? Smell your straw mat? Feel along the walls, hoping to find a secret passage? If you did find a crack, might you try to pry it with something? I think so. Yet “listen”, “smell”, “feel”, and “pry” are all unimplemented, along with a host of other verbs that ought to be there. Authors, take note: if you plan to trap your players in an enclosed space, and make a puzzle out of how they are to get out, the puzzle won’t be much fun unless that space is very well implemented. The more often a player tries logical things that aren’t accounted for in the parser, the surer that player will feel that the solution is simply arbitrary.

That’s one of the worst consequences of breaking mimesis — reminding players over and over that they’re in a game, and not a very complex game at that, tends to derail any sense of emotional or intellectual involvement that those players have with the story the game is trying to tell. I was going to go on to make the same point about alternate solutions, but it strikes me that alternate solutions aren’t even necessary if enough verbs are implemented with sensible responses that nudge the player in the right direction. Unhappily, this sort of thing is exactly what Stone Cell lacks, and the lack degrades it from a great game to merely an interesting experiment in IF techniques. The experiment does teach us something, but the flaws that surround it teach us even more, and the learning process isn’t as much fun.

Rating: 5.5

Human Resources Stories by Harry M. Hardjono [Comp98]

IFDB page: Human Resources Stories
Final placement: 27th place (of 27) in the 1998 Interactive Fiction Competition

I have to confess, I’m a little afraid to write this review. So let me just start out by saying Harry, I’m sure you’re a wonderful person. I’ll bet you have lots of friends, a loving family, and are kind to small animals. I’m sure you’re not violent, or if you are violent, your violence is directed only at inanimate objects. Please accept anything in this review as purely constructive criticism, and remember that reviews are about the game, not about the game’s author. If anything I say offends you, I will gladly retract it. Please don’t hurt me.

OK, that being said, here’s what I thought of Human Resources Stories: I thought it was the most unrepentantly bitter, angry, and unsettling game I’ve ever played. I started to get a hint of this in the game’s readme file, in which the author proclaims “I am not a lemming,” as though he has been accused of thoughtlessly following the crowd, and feels obliged to defend himself. He goes on to say that he will probably suffer for the small size of his game, and that he has “pointed out (much to the chagrin of a lot of people) that judges are discriminatory toward size.” OK, so far I’d seen some defensiveness, a predilection to believe that the competition judges (basically any random r*if readers who bother to send in votes) don’t judge fairly, and the suggestion that when he has pointed out this “fact”, he has been shouted down. My guard was up.

And a good thing too, because after I read the intro (which casts you as an interviewee for various high-tech companies, all of which take pride in “paying the best, brightest, most talented people in the industry sub-average salary”), I read the credits. These thank various helpers, and at the end: “other raif denizen: Except for some obviously rude, stupid people who think they are _so great_.” Um, wow. That’s some real anger there. Or at least, that’s how I took it. Gee, I hope I’m not one of those “obviously rude, stupid people.” I’d hate to be rude and stupid, much less obviously so. I wonder who these people are. I certainly wouldn’t want to be the one to point out that flaming raif in the credits of your game and using a singular noun when you intend a plural isn’t exactly polite and intelligent. I don’t mean that in a hostile way, really. Just gently pointing out the irony I felt at that moment. If necessary, please reread my first paragraph. Anyway, once I got over the credits, I decided to type “XYZZY” for fun, since the readme file specifically mentions the author’s bafflement at why modern IF games still include it. That’s when I got the biggest shock yet.

The response to XYZZY is a long, long, long diatribe. It probably has more words than the rest of the game and the readme file combined. It starts out as an interview scenario, the question advanced being “How do you work?” This question becomes the jumping-off point for a highly detailed rant about how this poor programmer got the blame for every bad thing in the company, is working on weekends with no pay, has had the project timeframe reduced by 75%, meanwhile the manager is off to Hawaii, and finally this programmer, who is a good person and a fine worker (and an excellent programmer who would write outstanding code except for it’s impossible to do so under such oppressive conditions) pulls the whole thing together so that it works for the end users, only to have the whole process start over again. By the end of this, I was sitting there reading with my jaw hanging open, just in shock. Let me say that if I were interviewing someone and got this answer, not only would I never call the person back (in the game’s words, “The phone never ring.”), but I would be beefing up security and thinking about investing in a bulletproof vest, and phoning the interviewee’s current and former employers to suggest that they do the same. The level of anger and bitterness there is just incredible. By this point, I had completely forgotten the original question, so I typed “RESTART.” The game’s response? “That’s not how life works.” Same response to “QUIT”, which was my next inclination. And I thought Zarf was cruel! Certainly it’s true that you can’t do these things in real life (well, you can quit. See In The End), but disabling these basic commands made for a hell of an inconvenience when I actually did want to restart the game.

Perhaps “game” is too strong a word anyway. When I finally did get to it (by shutting down the whole interpreter then re-running it), I found that it wasn’t a game exactly. It’s advertised as a choose-your-own-adventure type of game, but beyond the initial prose there’s really no story, no advancing narrative whatsoever. Instead, HRS asks you a series of multiple choice questions, as if it were interviewing you for a programming job. At the end, you either get the brush-off (“The phone never ring.”), or you get the job with a series of letter grades for technical, teamwork, and leadership criteria, along with a salary. The best I did was an A, A+, and A+, with a salary of… $20,000. Now, I work as a programmer, for a state university no less, and I didn’t find that to be my experience of a starting salary. I have to wonder if the anger I saw in other sections of the game might be biasing its results… just a bit. To be fair, the game does not reward you for being a bootlick. If you give the typical “What you think an exploitative company would want to hear” answers, you will get “The phone never ring” pretty fast. However, the set of answers I gave for my highest score still indicated some pretty brutal expectations on behalf of the hiring company. And this, the game would like me to believe, in the face of the biggest high-tech labor scarcity in… well, ever. Aside from whether HRS reflects “real life” or not, it’s not much of a game. It’s more like a test than a game, and more like a rant than a test. I can’t really say I found it fun, though it certainly did provoke a strong reaction from me. I guess that in all honesty, I’d have to say that I really disliked being subjected to both the rant and the test. The game makes me glad I’m not looking for a job right now, but it makes me even more glad that I’m not looking for an employee. But that’s just me. Nothing personal. Please don’t hurt me.

Rating: 2.5 (I hope I’ve explained myself well enough to demonstrate that the length of HRS had very little to do with my rating. I, uh, am not a lemming.)

About my 1998 IF Competition reviews

When the 1998 Interactive Fiction Competition came around, the indie IF scene in rec.*.int-fiction was well-established, and me in it. By that time, I’d written a game, written lots of reviews, and become a regular in newsgroup conversations. The groups themselves had established clear dynamics, with authorities, troublemakers, helpers, jesters, you name it. The community even pulled together a massive April Fool’s joke called Textfire, a fake IF sampler from a fake IF company. Comp98, though, brought us all up to a new level.

It kind of blows my mind to reread my reviews from that year, knowing the future as I do now. I’d love to tell my 1998 self that decades on, I’d hike in the Grand Canyon with one of the authors, see the sights of Austin with another, collaborate on a game with a third (for a company created by a fourth), and so on. I have relationships with some of these folks going way back to those formative days, thanks especially to the IFMud, founded the year prior. One Comp98 author even became a professional game designer, scooping up a bunch of BAFTA awards a few years ago.

The competition itself had by this time evolved its own set of tropes. Rybread Celsius was one of these, a surprisingly beloved figure with a cult following I never quite grasped. Another was the prevalence of Inform, followed closely by TADS, alongside the “first attempt” and homebrew games that appeared in every comp. The competition itself had become an institution by this point, inspiring lots of mini-comps throughout the year — Chicken-comp, the IF Fan Fest, etc — and these in turn fed into the main competition.

My own reviewing style reached maturity this year, settling into the format I kept for the rest of my comp reviews: basically three paragraphs and a score. Sometimes more, if the mood struck, but my comp reviews had evolved from basically filling out a form to writing a little mini-essay about each game. I more or less took my Comp97 review format, got rid of all the bold headings, and massaged those categories (plot, puzzles, prose, technical writing/coding) into the rest of the review. The artificiality of the headings still sticks around to some extent — sometimes I can see myself going out of my way to cover each base — but my voice was getting more natural the more I wrote.

I also evolved in my approach to spoilers. Where tons of my Comp97 reviews had spoilers in them, always flagged with big capital letters, I managed to mostly avoid them in the Comp98 reviews. There are a couple of exceptions, where a point I was making really demanded a concrete and accurate example, but more often I’d file the serial numbers off the game’s specifics so that I could provide an example that fulfilled the spirit of my point without giving away any of the goods.

Finally, I worked to keep in the front of my consciousness the fact that this is an all-volunteer endeavor, done by enthusiasts who should be rewarded for their enthusiasm wherever possible. I tried to find something to appreciate even in games I really hated, or at least offer some constructive criticism for how the next one could be better. It didn’t stop the occasional flame, but that was reserved for when I felt like a game really should have known better.

I originally posted my reviews for the 1998 IF Competition games on November 16, 1998.

Sins Against Mimesis by Adam Thornton as “One of the Bruces” [Comp97]

IFDB page: Sins Against Mimesis
Final placement: 9th place (of 34) in the 1997 Interactive Fiction Competition

Few things are more unfunny than an in-joke that you’re not in on. On the other hand, an in-joke that you are in on can be hysterical, as it provides not just the pleasure of humor but also the feeling of community that comes from shared experience. Sins Against Mimesis is definitely a very in-jokey game, and consequently not for everyone. However, having been a longtime (since 1994) lurker and sometime participant in the rec.*.int-fiction newsgroups, I was part of the audience at which the game was aimed, and I have to admit that I found a lot of the in-jokes really funny. In fact, one of the most fun parts of the game was to play name-that-reference — kind of the IF equivalent of listening to a World Party album or a Dennis Miller routine. Of course, the nature of the game (and the fact that it was written pseudonymously) also invites us to play guess-the-author. I’m casting my vote for Russ Bryan. I’m not sure why — something about the style just struck me as a little familiar and rang that particular bell in my head. Or maybe it’s just a masochistic desire to humiliate myself publicly by venturing an incorrect guess. I’ll find out soon enough, I suppose.

If you haven’t played much IF, and in fact even if you haven’t spent much time on the IF newsgroups, most of this game is going to mean very little to you. Even its title is an allusion: to Crimes Against Mimesis, a well-crafted series of articles posted to the newsgroups by Roger Giner-Sorolla (whatever happened to him, anyway?) a year or so ago. The rest of the game continues in that vein. The opening paragraph alludes to Jigsaw. The score of the initial part of the game is kept in IF disks which magically pop into the player’s inventory every time a correct move is made. In some ways, this familiar, almost conspiratorial approach is a weakness. Certainly in the context of the competition it won’t endear Sins to any judge who stands on the outside of the privileged circle at which the game aims itself. Even for an insider, the constant barrage of “if you’re one of us, you’ll know what I mean” references can start to feel a little cloying. However, the game is cleanly coded and competently written, and on the first time through I found it quite entertaining.

There aren’t many games which I would highly recommend to one group of people and discourage others from playing, but Sins is one of them. If you’re an raif and rgif regular, I think you’ll find Sins quite funny and entertaining. If not, forget it. It’s bound to be more baffling and irritating than anything else.

Prose: The prose is generally somewhere between functionally good and rather well done, with occasional moments of brilliant hilarity. The best one has to be when the game is in “lewd” mode and the player amorously approaches the plant: “Your embrace becomes hot and heavy and you surrender to the delights of floral sex.” An LGOP reference and an extremely bad pun at once! Can it get any better?

Plot: The plot is based around several clever tricks which are quite funny at the time, but aren’t worth repeating. If you’ve already played, you know what they are, and if you haven’t played yet I won’t give away the jokes. Like the rest of Sins, the plot is funny the first time through but won’t wear well.

Puzzles: Actually, this was the weakest part of the game. Many of the puzzles can be solved by performing extremely basic actions, which of course hardly makes them puzzles at all. Others, however, depend either on extremely specific (and not well-clued) actions or on deducing something about the surroundings which is not included in object or room descriptions. For a game so adamantly self-aware, it’s ironic that Sins falls into some of the most basic blunders of puzzle design.

Technical (writing): I found no mechanical errors in Sins‘ writing.

Technical (coding): I found no bugs either.

OVERALL: An 8.3

Of Forms Unknown by Chris Markwyn [Comp96]

IFDB page: Of Forms Unknown
Final placement: 20th place (of 26) in the 1996 Interactive Fiction Competition

Potential for an interesting game totally ruined by buggy coding. The game was put together in 3 weeks, and I’m afraid it shows. The author wisely admits that the game is highly derivative of So Far — this would be fine if not for the fact that So Far actually worked, and Of Forms Unknown does not. I quit after wrestling extensively with the illogic built into the game’s coding structure and finally going to the hints, following the explicit instructions for solving a puzzle (the frame, rope, and light bar), and finding that even after following the instructions, the puzzle remained unsolved.

Prose: Struggling to reach Plotkin level. The pieces of prose which are the most successful are the ones most imitative of Plotkin. The rest is utilitarian, with the exception of the prose which makes no sense at all.

Difficulty: Impossible. The game’s buggy coding made progress impossible for me well before I got to the bug the author discussed on rec.arts.int-fiction. Of course, this means that the point at which I quit actually was a passable point, but to my mind if the walkthrough doesn’t get you where you need to be, the game is impossible.

Technical (coding): Extremely poor. From small points like the lack of a new_line after some inventory calls to rather glaring problems such as the broken frame puzzle (try tying a rope to the frame, then tying something to the rope, then walking away holding the tied object — works mighty easily!) and the fact that dropped objects all seem to become concealed somehow.

Technical (writing): No errors that leaped out at me. However, to be fair, I didn’t see the whole game.

Plot: In So Far, the lack of a coherent plot was a bit frustrating to me, but I could hold my frustration in abeyance because of the game’s many fine features. This game offers no such redemption, and suffers greatly from being an imitation springing from a cliché (the college dorm room as starting point).

Puzzles: Ranging from highly illogical to basically logical but impossible to complete. For example, lighting a dark room (whose description reads “You can’t see a thing”) by saying “turn on light” not only goes against the logic of the description (isn’t the light switch one of the things you can’t see?), but also against one of the most standard conventions of interactive fiction, which suggests that even a light switch in a dark room is inaccessible without a faint light by which to discern it. Delusions had the answer to this — Forms does not. Another example is the dials in the shaft — what is the logic behind setting them all to 0? Only the arbitrary logic of the game, such as the decision that for some reason bringing a light source into a cave through the door extinguishes that source for no good reason.

OVERALL — A 1.5

Introducing >INVENTORY

I started writing reviews of interactive fiction games in 1996. I think it’s only old people who start stories with, “In those days…”, but apparently the shoe fits, so in those days, the IF community was small, cohesive, and centered in a couple of Usenet newsgroups: rec.arts.int-fiction and rec.games.int-fiction. For those who weren’t there, newsgroups were essentially discussion forums, consisting wholly of text — posts and threads. “Arts” was about creating IF, and “games” was about playing it. (“Rec” meant “recreation” — there were various top-level hierarchies that… you know what, it doesn’t matter.)

The text-only medium of newsgroups was perfect for text adventure aficionados, and while they thrived, those groups were the fertile soil from which sprung many of the pillars that support even today’s IF scene: Inform, TADS, the IF Archive, and most importantly for my purposes, the Interactive Fiction Competition.

The comp, as it was affectionately known, started in 1995 as a way to spur the creation of more short IF — see in those days most authors were trying to ape Infocom by writing long, puzzly games that would have fit nicely onto store shelves in 1985. The comp changed that, dramatically. Kevin Wilson, founder of the comp, gave it just one rule: every game had to be winnable in under two hours. The first year saw 12 games entered. The next year: 26. And it took off from there.

Opening screen of Andrew Plotkin's A Change In The Weather
A Change In The Weather, winner of the first IFComp, Inform division

I was on fire for IF in those days. I couldn’t get enough of the newsgroups, the games, the languages. I spent my nights immersed in learning Inform, creating little worlds and gleefully walking around in them. The competition was the perfect opportunity for me to actually finish one of these virtual puzzleboxes and send it out into the world in hopes of feedback. That first attempt was called Wearing The Claw, and while I find it rather cringey to look back on now, it did at least land in the upper half of the 1996 comp — 8th place. And boy did I get a lot of feedback on it!

In those days, you see, there was a strong culture of feedback in place, and the comp helped that culture grow explosively. Tons of people would review the comp games, and as an author, you could get a cornucopia of input that would help you understand where you went right this time and how to do better next time. It was invaluable, and I wanted to be part of it, so I reviewed every 1996 comp game.

Then I reviewed every comp game (with a few exceptions) every year all the way up through 2004, which not coincidentally was the year before my son was born. I also wrote reviews of various other IF and IF-adjacent games, and spent several years editing a text adventure webzine called SPAG.

For a couple of decades now, those reviews and writings have been housed on the personal web site I created back in the 90s with my trusty copy of HTML For Dummies. However, my crystal ball tells me that this web site’s days may be numbered. It lives on a legacy server at the University of Colorado (where I still work), and nobody is super excited about hosting old student websites from the 20th century anymore. Plus, those old reviews are absolutely festooned with dead links and ugly typography.

Enter >INVENTORY. This blog will eventually house all my writing about IF, including every comp review, every IF-Review entry, every XYZZY Awards solicited review, and everything else I can think of. >SUPERVERBOSE will remain my primary blog, and new writing about IF will go there as well as here, but >INVENTORY, as its name suggests, will house the exhaustive trove that currently lives on my old web site.

As time permits, I’ll be transferring comp reviews into this blog, where they can be searched, indexed, googled, and so forth. Once that project is done, I’ll start on all the other IFfy stuff I’ve written over the years. It’s quite possible I’ll append some of it with reflections or current thoughts as the mood strikes me.

In my first innocent post to rec.games.int-fiction, I called myself “a major devotee of IF.” While many other passions have laid their claims upon my time, that fire still smolders inside me, and I look forward eagerly to revisiting the many happy hours I spent with IF games and IF arts. As with everything I write, I hope it proves enjoyable and/or useful to somebody else out there too.