Jarod’s Journey by Tim Emmerich [Comp00]

IFDB page: Jarod’s Journey
Final placement: 47th place (of 53) in the 2000 Interactive Fiction Competition

This game has one of the most startling first lines I’ve ever encountered. The line is this: “Welcome to Jarod’s Journey, a TADS-based game that will hopefully get you and Jarod closer to God.” This line brought up a couple of questions for me. The first was “Whose God?”, and the second was “What gives you the right?” I’m agnostic, but I wouldn’t scorn someone simply for their religious beliefs. I respect the desire and necessity of all people to find their own spiritual paths, and I expect to receive the same respect in return. A game that wants to bring me closer to what it calls God is violating what I see as a very personal boundary, the boundary around my soul and my spiritual life.

My agnosticism is of the stripe that objects to the notion that any human has privileged access to any sort of Higher Truth. I find it deluded and arrogant when a person claims to have all the answers to the Big Questions, even when they’re basing that claim on some kind of intense personal experience, but I respect that person’s right to believe whatever feels right to them. However, when they want to proselytize to me (or to anybody else, really), that’s when I get offended. I think people have the right to believe whatever they want, but I don’t believe they have the right to evangelize others about it — doing so runs roughshod over those others’ right to believe what they want. Consequently, I found the basic goal of Jarod’s Journey to be an offensive one.

That being said, I’ll try to set aside my fundamental personal objections to the game’s announced intent and review it simply as IF. Sadly, it doesn’t have much to recommend it, even from a pure gaming standpoint. First of all, it crossed another big bias of mine by having, you guessed it, a starvation puzzle. Actually, two starvation puzzles. Strangely, there doesn’t appear to be any actual consequence attached to the starvation. Jarod, the PC, never dies, no matter how long he starves, but the game continues to print annoying messages.

It could be argued that these are better than typical starvation puzzles since they don’t ever actually enforce a time limit, but I say that they’re just as bad, because without the time limit they become entirely pointless instead of just mostly pointless. In addition, there are a disheartening number of spelling and grammar errors in the game’s writing, which makes the whole thing seem less than divinely inspired. On top of this, there’s the fact that although the game tries to maintain a third-person voice, there are little slips of second-person throughout, as in this scene:

Dream
Jarod is in a dream, or at least he thinks it is a dream. The
angel is here and has delivered a map.
You see a map here.
There is an angel here who is slightly glowing!

If the player controls Jarod, who is the “you” that sees the map? Perhaps it’s the same “you” that the game announces in the first line that it wants to convert — that is, me? But I don’t see a map, just a computer game. Or rather, a digital sermon. (One nice thing about JJ is that next time somebody tells me that LASH is preachy, I can point at this game and say, Crocodile Dundee-style, “That isn’t preachy. THIS is preachy!”)

Setting aside the game’s deficiencies in the areas of design, prose mechanics, and coding, we come at last to the quality of the writing itself. Jarod’s Journey is written in a kind of earnest, gee-whiz tone that works best when you imagine it being read aloud by Ned Flanders from The Simpsons. (And by “works best”, I mean “is most entertaining.”) An example:

>ask angel about god
"God is wonderful. He loves you very much and created you just as you
are."

>ask angel about grace
Jarod asks the angel about grace. The angel responds saying "Grace is
truly wonderful! You will not find a better gift!"

Jarod thinks to himself, "The angel is truly magnificent, glowing
ever so brightly."

Okeley-dokeley-do! Don’t get the impression that I scowled through this game. On the contrary, I laughed a lot, but only because it was difficult to take this wide-eyed tone seriously. On a more serious level, though, perhaps it’s worth thinking about the model of Christianity that this game constructs for us.

There’s one section that I found quite ironic — Jarod meets a pharisee who is described as “praying loudly. So loudly that everyone nearby can hear him. Even in the short time that Jarod pauses to listen, it is obvious that the man is repeating himself. Is this what pleases the Lord?” From this description, we’re supposed to realize that the pharisee’s method of prayer is Not OK. But only one location away is a Christian priest who fits this same exact description. Not only that, the game itself fits this description. The deep irony of the pharisee section made me suspect that not only is the game evangelical, its evangelism isn’t even well thought out.

Another example: at the end of each section of the game, Jarod is asked to make a spiritual choice between various methods of approaching God. If you pick the right one, you get a point. If not, you get chided with a scripture. Is the sacred realm of faith really so simple as that? Can the intricacies of individual worship really be boiled down to a multiple choice test? According to the game, apparently so. The best religious literature explores the mysteries of faith rather than handing out reductionist platitudes. Dante knew this. Chaucer knew it. Lewis knew it. Jarod… Well, Jarod still has quite a ways to go.

Rating: 3.4

[Postscript from 2020: As dire a game as this was, it did inspire a really fascinating and fruitful conversation on rec.games.int-fiction. Duncan Stevens — one of the best IF reviewers of all time — challenged my “What gives you the right?” question, saying “Why shouldn’t he have the right?” And it went on from there, with lots of other community members weighing in with thoughts and jokes.

Rereading that conversation reminds me of what a vibrant community lived in the IF newsgroups once upon a time. This competition landed during the glory days of that community, and the conversation was often as good as or better than the games themselves.

Oh, and Adam Cadre’s review of Jarod’s Journey was very funny. Man, Adam was on fire with funny reviews that year.]

Clock by Cleopatra Kozlowski [Comp00]

IFDB page: The Clock
Final placement: 38th place (of 53) in the 2000 Interactive Fiction Competition

There’s a long tradition in IF of Average-Joe protagonists who are thrown into a world where the normal rules no longer apply. Clock partakes of this tradition. Unfortunately, it also partakes of another, less pleasant IF tradition: the game where nothing really makes any sense. We start out with a fine, if somewhat fuzzy, premise: you’ve been asked by your friend Kitty to do some house-sitting and cat-sitting for her while she takes care of some urgent business. Being kind-hearted, you agree, but you soon find out that Kitty’s house is a strange clock-tower, and her cat is on the unusual side as well. Okay, great. To get much further, though, you’d better hope that your authorial telepathy is working really well.

For example (I am now going to spoil a puzzle that I can’t imagine anyone guessing for themselves): at one point, you find a “fairy coin”, which you’d think you might be able to use to buy something at the fairy shop you find later. Nope. The old woman who runs the shop says (without quotes, so it looks disconcertingly like a parser message) “This isn’t enough. I need proper paper money.” Alright, fair enough. Sadly, there’s no paper money to be found. So what do you do? Well, unexpectedly enough, you plant the coin in soft ground, water it, and a money tree grows! Now, it’d be one thing if there was some clear hint, like a reference to fairy money trees in one of the many reference books you find lying around, or if the old woman said “This is just seed money,” or something like that. The only hint we get is that on one of the TV stations (if you were diligent enough to watch every message from every station) an economic adviser says at one point, “Money doesn’t grow on trees!” Sorry, but that’s just not enough of a hint. The only reason I’d connect this comment with planting the coin is if I was thinking, “Now why would the game include that comment?” When I play IF, though, I’m not thinking like that. I’m trying to put myself in the mind of the character, not stepping outside and thinking about how the game is constructed. If I have to puzzle out apparent non sequiturs and try to parse them as hints, then the game has failed me, as far as I’m concerned.

So the first thing that Clock needs to be reasonably solvable is much clearer hints. The next thing it needs is a much richer implementation. As with Punk Points, many areas in Clock suffer from the weakness that the only things implemented are the solutions. Look, that’s just not enough. For instance, several puzzles in the game depend on the construction “ASK <animal> ABOUT <object>.” Now, without a doubt, these solutions suffer from the problem I describe in the first paragraph — with absolutely no clues about talking animals, why in the world would anyone think to ask an animal about anything? However, let’s set that aside for a moment and pretend that you’ve somehow taken it into your head to ask an animal about something. If you ask about anything but the topics necessary to solve the puzzle, you get a stock response like “The cat meows” or “The frog croaks.” When I get a response like this, I take it as a very clear signal from the game that the animal doesn’t talk, doesn’t understand me, and that trying to have a conversation with it is useless. When just the opposite is true, I can only conclude that the game has no idea how to communicate clearly.

There’s another issue at hand. At the very beginning of the game, you find a note from your friend instructing you very strongly not to touch anything. After reading the note, the game tells you “You decide to do pretty much as she says – but surely it couldn’t hurt to look around a bit, so long as nobody finds out!” So that’s what I tried to do — look around a bit, but do pretty much as she says and not touch anything. I sort of expected that something would happen where I’d be in danger, or the house would, or the cat, or something, and I’d have to break the rule and start rummaging through my friend’s belongings. Nothing happened. The clock stopped, but that’s about it. The dilemma I found myself in is whether I should behave like a standard text adventurer (search everything, take anything that isn’t nailed down, etc.) or like the character the game was shaping for me.

It soon became apparent, however, that the latter choice was pointless, because if I follow it, the game goes nowhere. Consequently, I had to start pillaging. I didn’t like it. What Clock didn’t seem to grok is that lots of players take their behavioral cues from the character the text suggests. If you have to deliberately break character in order to succeed in the game, then the game has basically shot itself in the foot. For this reason, and the others described above, I turned quickly to the walkthrough, finished the game, and didn’t have much fun. But none of those things were the worst part. The worst part is that there were two starvation puzzles (you have to feed yourself and something else) along with a pointless sleep timer. Authors, please. I beg you. I implore you. STOP IT with the starvation puzzles!! Stop it stop it stop it stop it stop it! Thank you.

Rating: 3.4

Marooned by Bruce Davis [Comp00]

IFDB page: Marooned
Final placement: 45th place (of 53) in the 2000 Interactive Fiction Competition

Marooned was the first ADRIFT game I’ve ever played. Anytime I review a game whose system is new to me, that review can’t help but be partly about the system as well as the game itself, since it’s often difficult to disentangle who is responsible for what in the overall playing experience. Unfortunately, what with all the growling on the newsgroups from ADRIFT advocates who feel their system isn’t getting a fair shake, it’s a little tough to advance an opinion on it — anything less than unadulterated praise runs the risk of getting me labeled a “snob” or an “elitist” or something. Nonetheless, I shall brave the waters, and try to discuss the entire experience of playing Marooned, starting with the things for which I suspect ADRIFT was responsible, then moving on to those things that I’m guessing were done by the game’s author. In the interest of diverting the WOAA (Wrath of ADRIFT Advocates), I’ll even begin with the things I liked about the interface.

The ADRIFT runtime has a clean environment with two windows: one for the command line and one for the game text. The overall presentation was attractive and aesthetic, though the text window used a few too many newlines for my taste. One particularly interesting feature is that clicking on any word in the text window will insert that word into the command line. I’m too much of a typist to be messing with the mouse in that fashion, but I can see where it could be a really cool feature, especially after one got used to it. (I was so unused to it at first, unaware of it in fact, that when I clicked back onto the interpreter window after doing something in another window, I accidentally clicked on a command word and couldn’t figure out why the game seemed to be executing commands without my typing them!) A similar convenience is the “auto-complete” option, which allows you to just type a couple of letters from any dictionary word and attempts to guess what you mean, Microsoft-style. This option was a little wonky at times — for example, you find a “dented gas can” at one point which the game will auto-complete if you start typing “gas”, but not if you start with “dented” or “can”. Still, quirkiness aside, this was a great time saver, because it also shows you right away which nouns in the descriptions haven’t been implemented.

Some other cool options are available from the menu bar, most notably an excellent automapper, which operates in a separate window but creates a lovely map of the game’s landscape. This is an innovation for which many people have been clamoring, and it was especially welcome in this game, where many of the locations have the exact same name. There’s also a “control panel” which can execute common commands for you, even a “goto” command which gives you a listbox of discovered locations and sends you there via the best path. Finally, I must mention that I appreciated the inclusion of “Verbose” as a menu option, something I can just leave turned on for all games rather than having to explicitly request it each time.

OK, so there are a substantial number of things I liked about the ADRIFT interface. Sadly, there are also a number of things I really hated. First and foremost is the problem of the parser. ADRIFT’s parser violates all three of the current tenets in Paul’s Parser Manifesto (which I made up in response to another nonstandard parser, the one in last year’s homebrew game Lunatix.) Those tenets are as follows:

  1. Parsers must not pretend to understand more than they do.
  2. Parsers must not give smarmy, unhelpful error messages.
  3. Parsers must not ask questions without being prepared to receive an answer.

Well, I’m not actually sure it breaks #3 — I got too angry to try it. The exchange went something like this (I’ve inserted prompts before my commands for clarity’s sake — ADRIFT doesn’t put command prompts in its text):

> look in it
(the first aid kit)
This is a standard issue first aid kit. The first aid kit is open.
Inside the first aid kit is a small bottle.

> x bottle
This is a small bottle for pills. The bottle is closed.

> open bottle
You open the small bottle.

> look in it
(the small bottle)
This is a small bottle for pills. The bottle is open.

> x bottle
This is a small bottle for pills. The bottle is open.

> look in bottle
This is a small bottle for pills. The bottle is open.

> empty bottle
I don't understand what you want me to do with the small bottle.

> get all from bottle
You are not holding a small bottle.

> get it
(the small bottle)
You are not holding a first aid kit.

> get kit
Take what?

> ^%$# you! [Expletive removed to protect the easily offended]
I really don't think there's any need for language like that!

Frustrating exchanges like this were not uncommon, but even more infuriating were ADRIFT’s violations of tenet #2. Probably the worst offender was this one:

>undo
I can't undo your blundering.

Let me tell you an easy way to get me angry fast: give me an insulting message in response to a reasonable command. This one broke all previous speed records. Finally, there were the violations of tenet #1, most obvious when you type “x [anything the parser doesn’t understand]” — instead of telling you it didn’t understand you, it just says “Nothing special.” I hope that Santa will still bring me presents this year despite the fact that I couldn’t resist typing “x adrift.”

All these parser problems more than blew away any pleasure I derived from ADRIFT’s other innovations, because the parser is more important than the nifty features. Let me say that one more time, and listen up, system authors: THE PARSER IS MORE IMPORTANT THAN THE NIFTY FEATURES. Further crippling the ADRIFT experience was the sublimely aggravating policy that there is no scripting option as such — only a menu command that will record a transcript of the game thus far, a command that is naturally unavailable after a game ends! Who uses scripting, you ask? I do — I use it to write reviews.

Because I didn’t find my way around this misfeature until I’d been playing Marooned for an hour or so, it’s difficult for me to assess my experience with much accuracy, except to say this: Marooned is not the game I’d use to champion ADRIFT. To the problems in ADRIFT’s parser, this game adds its own irritations. For one thing, there’s a starvation puzzle. Game designers, please quit it with the starvation puzzles. Like mazes, they were interesting long ago, but no longer. They’re not clever, they’re not challenging, and they’re not fun — they just suck. This one was especially offensive because none of the food you find actually staves off starvation, and a couple of perfectly legitimate food items aren’t edible, according to the game.

Compounding this problem is the fact that there are tons of red herrings in the game, which means that you waste your time trying to figure out how to use something that’s actually useless, and consequently you keep dying over, and over, and over again. Dull, dull, dull, and ultimately rage-inducing. The premise of the game was fine, but it’s hampered by severe design problems, as well as the more fundamental weaknesses of the ADRIFT interface. All in all, I’d rather play Guess the Verb again.

Rating: 3.6