Interview from SPAG [Misc]

[Duncan Stevens interviewed me in SPAG #31, the 2002 IF competition special. It’s rather odd to be interviewed in one’s own zine, but SPAG has a tradition of interviewing the top three finishers in the IF comp, and I won that year. However, when I won the next time, SPAG interviewed finishers 2-4. As with the other interviews, I’ve edited the text and added links as appropriate. The first paragraph is in my voice.]

For the annual competition issue, SPAG traditionally interviews the highest-placing authors in the comp, but I faced some rather unprecedented challenges when putting together this issue’s interviews. For one thing, since I won the comp, there really ought to be an interview with me, but for me to interview myself would be a little… unseemly, as Primo Varicella might say. As he has so often in SPAG‘s history, Duncan Stevens came to the rescue, crafting a set of interview questions which I could then answer without feeling too much like I had multiple personality disorder. Thanks, Duncan…

Paul O’Brian, author of Another Earth, Another Sky

SPAG: Well, you often ask SPAG interviewees to tell a bit about themselves, but SPAG‘s readers may not know much about you, so — out with it. Name, rank, and serial number?

PO: Okay, fair enough. I’m 32, which put me in my teen years during the Infocom boom — just about the perfect age to be, since I was old enough to understand and succeed at the games and young enough to have lots of free time to devote to them. I’ve lived in Colorado all my life, save for one ill-starred year in New York City, and I currently work in Boulder at the University of Colorado, where I got my degrees. My job there is in the Financial Aid office, as an “IT professional,” which basically means that I do all sorts of technical stuff, from programming to maintaining the network to creating queries that pull data from the university’s mainframe.

I’ve been married for a little over six years, to someone who isn’t an IF aficionado but who is wonderful about supporting my work and my ambitions. I’m very verbally oriented (you may have noticed) and love the complex uses of language. I also really enjoy programming, so of course I’m a perfect candidate to love IF. Aside from that, my other passions are music and comics, the latter of which has made the Earth And Sky series such a fun project to do.

SPAG: How did you get interested in IF, and what led you to start writing your own IF?

PO: The long answer to this question is the editorial I wrote for my first issue of SPAG, number 18. In a nutshell: my dad is a computer enthusiast, and we were sort of “first on the block” with a home computer — initially an Atari 400, then upgrading to the sooper-big-time Atari 800. The first games I played on those machines either came in cartridge form or on cassette tapes, but shortly after he acquired a disk drive, he brought home Zork I for us to try together. He loves to bring home the coolest new things, and that was especially true when I was a kid; at that point the cool new thing was Zork. He lost interest in it before too long, but I was enchanted, and became a major Infocom devotee for as long as the company existed.

I learned about the Internet right around the same time I was writing a paper about IF for a graduate class, and so of course some of my first Gopher searches were on “Infocom” and “interactive fiction.” That led me to Curses, and once I figured out that there was a freely available language that would let me write Infocom-style games, suddenly a childhood fantasy was within reach. Being an Infocom implementor is still my dream job — pity about living in the wrong time and place for it.

SPAG: You’ve written four games now. What keeps you writing IF?

PO: Well, in the case of the last game and the next one, it’s the fact that I’ve made a promise to myself and to the audience that I won’t leave the storyline hanging. Other than that, I suppose it’s just the fact that I seem to have an unflagging interest in the medium. My first game was written to fulfill my dream of writing an Infocom-ish game, as I said above. LASH was just an idea that grabbed me and wouldn’t let go, and I knew that IF was the perfect medium for it. A lot of the drive to write the Earth And Sky games has to do with the fact that I really, really wanted to play a good superhero game, and I wasn’t entirely satisfied with any of the ones that had been released up to that point. So I wrote it because I wanted to play it.

SPAG: Another Earth, Another Sky is the second in a series. What led you to make a full-blown series out of this story, rather than a single self-contained game?

PO: One of the things I loved about superhero comics as a kid was their episodic nature. I really dug the way the stories just kept going and going, with characters and themes woven through the whole thing, disappearing and reappearing as the saga unfolded. Now, with the emphasis on story arcs that can be collected into trade paperbacks, that’s becoming less true in comics, but when I decided to write a superhero game, I knew it needed to be episodic. Besides, I really wanted to take another shot at the competition, and didn’t want to write something so big that it wouldn’t be appropriate for the comp. Also, as a corollary to that, I guess, I really wanted more and faster feedback than writing the whole thing as an epic would have given me. LASH took a very long time to write, and I wanted my next piece to be a bit smaller in scope.

SPAG: The first installment was essentially a superhero game, but Another Earth, Another Sky has sci-fi elements along with the superhero aspect. Is the series becoming a sci-fi series, or are there more genre twists ahead?

PO: I wouldn’t say it’s becoming science fiction, really, and I didn’t set out to do any genre blending with this game. What is true, though, is that these games are heavily influenced by the old Marvel comics from the 1960s, particularly The Fantastic Four — one of the reasons I chose “Lee Kirby” as my pseudonym for the first game was to acknowledge my debt to Stan Lee and Jack Kirby, who wrote many of those early comics. The tropes of alien invasion and Big Science were intrinsic to many of Lee and Kirby’s stories, probably as an outgrowth of the science fiction comics that preceded that period’s big superhero revival, so that’s why you see those themes reflected in my games. Ultimately, though, I see superheroes as more a subgenre of fantasy than of science fiction, if the division has to be made.

SPAG: There seem to be allusions to other IF games here and there in AEAS — the setting for a large part of the game is reminiscent of Small World, the dome in the desert evokes So Far, the underwater scene has echoes of Photopia, and the touchplates reminded me of Spider and Web. Or am I imagining these connections?

PO: I wouldn’t say you’re imagining them, but I also didn’t consciously try to pay homage to any of those games with the elements you mention. However, I have played all of them, and there’s no question that everything that goes into my brain has an influence on me. Lots of people have mentioned the Small World connection, and I certainly remember feeling delighted with an IF landscape that formed a sphere, but the idea of having the PC be able to travel between disparate locales by means of superhuman leaps came more from old issues of The Hulk than from any particular IF game.

SPAG: The game is sprinkled with Emily Dickinson quotes. Any particular reason for relying on that particular poet?

PO: Well, aside from the fact that she’s pretty much my favorite canonical poet, Dickinson was also part of the genesis of the series. I went through a period where I decided to read every Dickinson poem, but I found it too exhausting to just read them one after another, so I interspersed them with comics. Indulging in this weird combination while thinking about what I wanted to write next gave birth to this superhero series where the codenames are some of Dickinson’s favorite touchstones, and the protagonists are named after the poet and her brother. The title and part of the inspiration for Another Earth, Another Sky came from the Dickinson poem that begins “There is another sky.”

SPAG: Will the third installment wrap up the series?

PO: That’s the plan at this point. I love writing these games, but it’s a little disheartening to realize that each episode takes about a year to complete. I certainly wouldn’t rule out further Earth And Sky games somewhere down the line, but I’ll be ready for a break from them once the third episode is finished.

SPAG: Any other plans for more IF writing?

PO: Beyond the third Earth And Sky game, I’m not sure. I think I’ll probably want to turn towards writing static fiction for a while, but I plan to keep editing SPAG, and I don’t see myself leaving the IF community unless it seriously deteriorates. So I’d say there’s an excellent chance I’ll find myself struck with some great IF idea and banging out code again sometime in the future.

About my 1997 IF Competition reviews

Playing and reviewing every game from the 1996 competition was a bit of a journey for me. At first, I was checking them out with an eye toward assessing the competitors to my own entry. That faded pretty quickly after I played Delusions, which was so much better than Wearing The Claw that I gave up all hope of winning then and there.

Delusions remained my favorite game of all the entries that year. It just blew me away. Once I played it and wrote about it, I knew that I wanted to share what I’d written, and in the spirit of fairness I committed to playing and writing about all the games. (The spirit of fairness did not extend so far as to rewriting the notes-y reviews I’d already completed. The deadline was a tough one.)

Some of my other favorites came toward the end of that queue, including Tapestry, Small World, and the ponderously named eventual comp winner The Meteor, The Stone, and a Long Glass of Sherbet. I had started playing these games to check out my competition, but I finished them in love with the competition. Sure, there were clunkers, and some outright painful experiences, but for a kid enchanted by Infocom, there was also this bouquet of brilliant new Infocom-like games, and even more thrilling, some games that opened up territory that Infocom had never touched.

So well before the 1997 comp, I was excited to play all the games, and write much more definitive reviews of each one from the outset. I settled on a format of three paragraphs, plus a similar breakdown to what I’d provided in ’96 — sections on prose, plot, puzzles, and technical prowess for both writing and coding. I discarded “difficulty” as a category, because it had proven irrelevant for so many of the Comp96 games.

Well, I bit off a little more than I could chew. By the time I got to the end of the judging period for all 34 comp games (10 more than I’d reviewed the previous year!), that format had beaten me up pretty well. But again, out of a sense of fairness, I didn’t want to alter it midway through the journey. I knew, though, that I’d need to take a more scaled-down approach in the future. I also grappled a lot with how to handle spoilers in my Comp97 reviews. I kept finding myself wanting to reinforce my points with specific evidence from the games, but doing so meant spoiling puzzles or plot.

As I revamp these reviews for >INVENTORY, I’ve taken out some spoiler tags that seem overly cautious to me now, but I’ve left quite a few in. Where there’s danger of spoiling major plot or puzzle points, I either provide a warning in red declaring “spoilers from here on out” or some equivalent, or I blank out the text of the spoiler and put red begin and end tags on it. Where I do this, you can highlight the text to see the spoiler. Fair warning, though: if you’re using a screen reader to read these posts, such color trickery obviously won’t work, so you’ll need to rely on the “spoilers begin” and “spoilers end” tags. Apologies for this — I got better over the years.

1997 was also the first year of the cool comp randomizer, meaning that rather than playing the game in filename order, I played them in an entirely random order. As always, I’ll post the reviews in the order that I played the games, since I often find myself referring back to previous reviews in the course of writing new ones. Finally, I apparently found it necessary to post an apology for my occasional irascibility, alongside some further explications of my opinions about unfinished games and cliched settings.

For the 1997 IF Competition games, I’ll provide:

  • IFDB page
  • Final comp placement
  • 3 paragraphs of overall discussion
  • Assessments of the following attributes:
    • Prose
    • Technical achievement, split into writing and coding subcategories
    • Plot
    • Puzzles
  • Overall score

I originally posted my reviews for the 1997 IF Competition games on January 1, 1998.

Small World by Andrew Pontious [Comp96]

IFDB page: Small World
Final placement: 4th place (of 26) in the 1996 Interactive Fiction Competition

I really enjoyed this game a great deal, and it definitely gets points for originality. The literalized version of the game’s title made for a charming premise, and because the premise was so heavily based on setting, the brand of fantasy which resulted was perfect for interactive fiction. Wandering through the miniaturized world was really a treat, although sometimes I found it difficult to retain my suspension of disbelief, especially since some of the obstacles to my progress seemed just a little too arbitrary. For example, the inventory management problem caused by the lack of gravity in the majority of the game’s locations was a major pain in the neck. I didn’t feel that I was doing anything clever or solving an intellectual challenge when I had to trudge back to Dawn anytime I wanted to get something from the backpack. Puzzles like this, which tended toward the arbitrary, were the game’s weakness. From the weak gravity problem to the “loose ring” to the capricious magic rod, the game took advantage of its whimsical setting to create puzzles which were irrational and divorced from reality, and failed to provide enough hints and description to make them reasonably solvable. On the other hand, some puzzles (such as the satellite/snow puzzle and the lagoon) did a very nice job of exploiting the game’s scenario to witty ends. On the whole, Small World was a delightfully well-written game which has a few flaws, but is nevertheless lots of fun.

Prose: The prose which describes the world is very well done indeed, and much of the time I really felt a part of the situation because of how well the world’s Lilliputian proportions were described. The game obviously draws heavily on Gulliver’s Travels, especially in its description of the player staked to the ground by tiny people, and though it shares none of Swift’s social commentary, it does convey a distinct sense of his imaginative milieu. The main weakness in the prose related to the puzzles. In puzzles such as the loose ring and the rod, I didn’t feel that enough description was provided to allow me to reasonably predict the outcomes of my actions, and consequently I ended up solving some puzzles by force. (e.g. how would I know that something made of silver would buoy me?)

Difficulty: I found the game rather difficult, and ended up referring to the “cheat” hints a number of times (13, or so I’m told by the game). Unfortunately, much of this reliance was due to the lack of information described above or, in one case, to a lack of synonyms. When these features are improved, the game’s difficulty will be well pitched.

Technical (coding): There’s little to complain about in the coding of Small World, so I hope my quibble doesn’t receive undue focus. On the whole the game was very smoothly implemented, and I never found myself searching for the right word, except for once. Of particular note were the game’s warnings before moving to an unsolvable state, and its ingenious hinting system. The one area in which I had trouble was in receiving the “that verb isn’t implemented” response to “CLEAN SOCKS.” When that verb wasn’t available, I presumed I was on the wrong track altogether, not that I simply needed to “WASH” the socks instead. It took a “cheat” to get me out of that one.

Technical (writing): The game’s writing was technically proficient. Mr. Pontious does a nice job of eliminating errors in grammar and spelling.

Plot: The plot of the game was really quite sweetly designed, creating a childhood fantasyland which was evocative not only of Jonathan Swift, but also C.S. Lewis’ Narnia works, Lewis Carroll, and Bill Watterson. The battles between Heaven and Hell were a very nice touch, and I smiled at the gentle ending, which packs the character off to the hiking trip with a refreshed perspective.

Puzzles: This is my main difficulty with the game. As I mentioned above, some of the puzzles were really delightful and smart, while others felt a bit lazy. I think, though, that with the addition of richer descriptions for crucial objects such as the ring and the pipe (whose mechanism is mysterious to me even now), and with a closer attention to synonyms, these wrinkles will be well-ironed.

OVERALL — An 8.8