IFDB page:Alien Abduction? Final placement: 9th place (of 26) in the 1996 Interactive Fiction Competition
Really provocative premise. Loved the Twilight Zone feel of things, and finding out more about character’s (and character’s father’s) past worked quite effectively. On the downside, some fairly significant omissions (including an axe but not implementing “chop” or “cut”, making a puzzle where a significant portion keeps responding “that’s not important” [this is the spring arm on the contraption & the axe], having the laughable response “It’s not effective to attack with the axe.”)
Prose: Generally effective, and sometimes quite chilling. A bit of awkwardness shows through at times, but never enough to jar.
Difficulty: Except for one major “guess the verb” puzzle (the springarm), this was pretty straightforward. The most difficult part for me (aside from the springarm) was figuring out to get a “real” axe first.
Technical (coding): Some errors including no response to putting things in cylinder, TADS errors on taking shapes. Much was anticipated, but some significant things were not. Could use another round of beta testing.
Technical (writing): Virtually no spelling or grammar errors jumped out. Well-proofed work.
Plot: Outstanding. With the exception of a somewhat disappointing ending (though justifiable — I just crave closure), AA gave a hint of how truly chilling suspense-oriented IF can be. The premise, the way information was slowly released, the drama & emotional intensity were really all quite strong. This was definitely the most enjoyable aspect of the game.
Puzzles: One or two quite clever (the duck), most well-oriented to moving the plot along. The “aliens testing your mental capacity” was an excellent pretense for puzzles. Hints were generally quite well-done, and with the exception of the springarm thing, puzzles were overall pretty good.
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.
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.