Splashdown by Paul J. Furio [Comp04]

IFDB page: Splashdown
Final placement: 8th place (of 36) in the 2004 Interactive Fiction Competition

Apparently, malfunctioning slower-than-light starships with passengers in cryogenic sleep have replaced isolated scientific complexes as the go-to comp game setting this year. Of course, in fairness, we did have a scientific complex in All Things Devours, though it wasn’t underground or in Antarctica or anything. Oh, and I guess my own entry could be considered an “isolated scientific complex” game, sort of. Still, the malfunctioning starships are making a strong showing this year. Happily, Splashdown is leagues ahead of its competitor, Getting Back To Sleep, though they both feel rather too much like Planetfall knockoffs.

One refreshing difference is that at least Splashdown acknowledges its debt to Steve Meretzky, not to mention the fact that its implementation is (pardon the pun) light-years ahead of GBTS‘s creaky homebrew. The game even provides a nifty PDF feelie that rivals Infocom in quality. Nevertheless, there are times when Splashdown feels just too derivative, especially when it introduces a cute little robot companion who follows the PC around, spouting random funny dialogue and helping out with the occasional puzzle. Sound familiar?

Besides that, there’s the fact that the crux of the story really doesn’t make much sense. Apparently, the ship is heading off to colonize a distant planet, but something goes wrong, so its computer picks a random colonist to reanimate, in hopes that this person can address the problem. This random colonist is the PC, natch, and if it were me, the colonists would be doomed, because I certainly didn’t win the game my first time through. Isn’t this an unbelievably dumb disaster plan? Why in the world wouldn’t there be a designated person to reanimate in situations like this? Putting the fate of 500 (or maybe 300, depending on whether you believe the game or the hint files) people in the hands of some randomly selected dude isn’t a strategy I can see even the most dunderheaded government or corporation assaying.

That complaint aside, Splashdown presents an entertaining story and a believable setting. I particularly enjoyed figuring out the reason why the ship malfunctioned, a comic situation worthy of Meretzky. There are a nice variety of puzzles, and they’re blended pretty seamlessly into the story, which I greatly appreciate. Somehow, though, many of these puzzles felt rather counterintuitive to me. Looking back at my transcripts, I see a few different root causes for this problem. One issue is that the game’s description of certain objects doesn’t really jibe with my understanding of how those objects ought to work in real life. In particular, I don’t expect a spigot to do anything useful unless I turn a faucet or turn on a pump or something, and if I do so, I expect that spigot to start spouting whether or not it has anything attached to it. These assumptions played me false as I was flailing around Splashdown‘s ship, trying to figure out anything to do that would make any sense at all.

Another issue is that I had the sense that I was missing just a little bit of documentation. In one or two of the final puzzles, I only knew what I needed to do because the hints told me so, not because of anything in the game that gave me the clue. This may be down to a case of me being slow on the uptake, or it may be that the game makes a few too many assumptions about how familiar players are likely to be with its setting. Finally, in some situations, too few verb forms are implemented. Particularly on one of the initial puzzles, I grasped the concept of what needed to be done, and tried a few different ways of expressing it, only to be rebuffed each time. Consequently, when I saw the solution in the hints, I felt annoyed rather than relieved.

Actually, the lack of synonyms and alternate verbs plagued me outside of the puzzles as well. For instance, there are cryotubes in the game that can’t be called “tubes.” There is no good reason not to provide those sorts of synonyms. In addition, one section of the game requires a lot of talking to the computer, using syntax along the lines of COMPUTER, DISPLAY HELP SCREEN. You can’t call the computer COMP or anything like that, and you can’t just say, for example, DISPLAY HELP, or better yet, HELP. Given the number of times I had to type out commands like this, I was mighty annoyed at the lack of abbreviations after a while.

On the other hand, the implementation is almost comically rich in a couple of areas, particularly the cryotubes themselves. There are 125 of these implemented, each with its own personalized nameplate. I was so gobsmacked at this that I had to examine each one, and was rewarded with occasional jokes and geeky insider references. And so the ship’s systems gradually failed as I went around autistically reading nameplates, but I loved it. Despite the occasional moment of breathtaking implementation, though, Splashdown feels like it’s not quite out of beta yet. There are a considerable number of typos, and sloppy formatting is rampant, especially when it comes to the robot companion’s random dialogue. In addition, I encountered a few minor bugs and glitches here and there. I hope very much that the author takes reviews and feedback to heart and releases a post-comp edition of this game. With some polish, I think it could be a really fun Infocom-style ride.

Rating: 8.0

Space Station by David Ledgard [Comp98]

IFDB page: Spacestation
Final placement: 19th place (of 27) in the 1998 Interactive Fiction Competition

Several years ago, Graham Nelson released a piece of work he modestly referred to as a “parsing exercise.” This exercise really was a short game, a competition-sized game before there was a competition. It included the spell system from Enchanter, and several good puzzles. In fact, it was very loosely based on the sample transcript included in Infocom’s original distribution of Enchanter. This game was called Balances, and it was a big hit with the IF community. It’s probably the most-played “exercise” in the IF Archive. It also spurred a discussion, which reoccurs from time to time, about what fun it would be to create games based on the sample transcripts from various Infocom games. Now, David Ledgard has been the first person to turn that notion into a reality. He took the sample transcript from Planetfall and (apparently with the permission of Activision) implemented it in Inform, also extending it a bit so that it would comprise a full, winnable game (the transcript ends with the player’s death.) Where Balances only took a couple of ideas from the Enchanter transcript, Space Station lifts the Planetfall transcript almost verbatim. Unfortunately, the results are a little mixed.

The transcript itself is great reading. It’s funny, interesting, and well-written. Consequently, the pieces of Space Station that are copied straight from the transcript are also funny, interesting, and well-written. This is not something for which the author can really take credit, though I’m certain it was a fair amount of work to do all the transcribing and implementing. Ultimately this section of the game occupies a rather shadowy realm of authorship, its text written by an Infocommie (one presumes Steve Meretzky), and its code implied by the written text, but the final code of Space Station was written by someone else, and while he certainly implemented it in the spirit of the transcript he also (of necessity, or from an enterprising spirit) added quite a bit of his own. The seams between the two parts of the game are sometimes all too visible. For example, a scene outside the space station’s window is described (in part) thus: “Through the large observation window, you see the milky way. Where the stars are scattered thinly, and the cold of space seeps in.” When I read that, I thought “Surely Meretzky didn’t write that sentence fragment!” I was right — he didn’t. It was a part of the game’s “extensions”, and the grammatical error grated quite harshly against the polished, accomplished prose in other parts of the game. Sometimes the problem was just as bad when the game didn’t extend itself — it was quite jarring to try a legitimate (included in the room description) direction and run into the terse reply “Unimplemented!” On the other hand, there were some very funny moments in Space Station, moments that I was sure were a part of the transcript but in fact were part of the extensions as well. It was an extra treat to find out that those parts weren’t authored by Infocom. The problem is that once any seams at all showed, the split between the transcript and the rest of the game was constantly on my mind, and grammar and spelling errors (of which the game has a few) felt all the more glaring because of it.

This is a cautionary tale for anyone who decides to implement one of the Infocom transcripts. The transcripts themselves are generally excellent, as they should be from a professional company which had the important task of explaining interactive fiction to a novice public. They are well-written and entertaining, with good settings and clever puzzles. To implement one of these transcripts so that it becomes a good game in its own right, you need a few things. You need to be able to write so well that nobody will be able to tell where the transcript prose stops and yours starts. You need to be able to make your sections of the game as entertaining as the transcript section. You need to be able to extend the setting of the transcript rationally, without introducing a foreign tone or feel. You need to be able to come up with puzzles that are consistent with those in the transcript, and are done as logically as the pre-written ones. If you can do all that, then absolutely write a transcript-based game (assuming you can secure Activision’s permission, of course). Then again, if you can do all that, why waste your talent on adapting transcripts?

Rating: 6.4