Blink by Ian Waddell [Comp04]

IFDB page: Blink
Final placement: 21st place (of 36) in the 2004 Interactive Fiction Competition

Blink claims to have multiple paths. According to its ABOUT text, there are “several instances throughout the game where you can quickly switch to a different path by saying something different or doing something else.” This is simply not true, at least not as I understand and define the idea of multiple paths. Yes, there are a couple of conversations whose outcomes can be altered by various menu choices. However, none of these alterations have any impact whatsoever on the story, which is quite linear. There aren’t even any points where the game offers more than one goal at a time — everything is very much on rails, and any deviations from the path result in either gentle rebukes from the parser or a little bit of scenery description.

I know this, because after one trip through the game, I went through it five more times looking for the alleged paths, only to find myself always in the same sequence of scenes, each of which has only one exit. Finally I ran it through TXD and looked at all the game text, and sure enough, I’d pretty much seen the whole thing. The experience led me to think about what we mean by “multiple paths.” In a sense, there are multiple paths through even the tiniest IF game. Even in an Inform shell game, you can, say, SING and then PRAY, or PRAY and then SING. Strictly speaking, these are two different paths. However, since both of them simply result in default parser responses, neither of which affect the game world or the PC, they are functionally equivalent. That’s the way Blink is — sure, there are different ways to go through it, but none of those differences are significant. The game’s story, and its ending, are identical no matter what you do, and thus I would contend that it only has one meaningful path.

Even that path is a short one — Blink is a small game, and that’s another one of its problems. Not that smallness is a problem in IF per se, of course, but Blink‘s main project seems to be to provoke an emotional response in the player, and it’s just too bare to provide the necessary connection. The specifics are too spoilery, but at its base, the game presents a PC who is confronted with the specter of loss, and thus must reevaluate some of his past decisions. However, when we barely know any of these characters, all they can be is unadorned archetypes, and those aren’t enough to create character identification. Plenty of affecting stories boil down to something like “boy meets girl, boy loses girl”, but if the actual story is just those six words, then it’s not going to affect anyone. Of course, Blink isn’t this extreme, but it’s still insufficient in the end, and consequently its methods feel hamfisted and overbearing.

Additionally, there are a few places in the game that are hampered by awkward diction or bad coding, and in a game this size, those problems loom large. For instance, there’s a conversation that starts with a question, and then when you try to TALK TO the character, the parser tells you that you have nothing to say, even as the conversation continues. An example of the diction problems is the creek is described as the “epicentre of the entire forest.” Aside from the peculiarly British spelling from what is clearly an American PC, “epicenter” is a term that refers specifically to the center of an earthquake’s shock waves — it’s not just a synonym for “center.”

Still, there are things to like about Blink. The implementation is thorough, with all first-level verbs implemented carefully. The plot’s rails are constructed well — that is, whenever the game prevents the PC from taking a divergent path, it generally provides a pretty good reason. The story coheres well enough, and I liked the fact that the PC begins geriatric, and then progresses backwards through his life via flashback. In fact, there are the seeds of an excellent game in Blink. If it really had offered multiple paths, it could have been a compelling presentation of difficult choices, a la Tapestry. Even if it had remained on rails but its story and characters had been better fleshed out, it might have made a pretty moving character study. In its current state, though it’s nicely implemented and it hangs together okay, it feels falsely advertised, and there’s just not enough meat on its bones.

Rating: 5.5

Slouching Towards Bedlam by Star Foster and Daniel Ravipinto [Comp03]

IFDB page: Slouching Towards Bedlam
Final placement: 1st place (of 30) in the 2003 Interactive Fiction Competition

NOTE: Because STB is one of those games whose entire point is to figure out what’s going on, some parts of this review could be considered spoilers.

For me, Comp03 has been Homecoming Year. First Mikko Vuorinen, then Stefan Blixt, and now, of all people, Dan Ravipinto, whose great, ambitious game Tapestry made a huge splash in 1996 by using the IF medium to explore ethical choices, allowing multiple paths through the game without attempting to privilege any one path as the “proper” one. Ravipinto then proceeded to utterly disappear from the face of IF, seemingly never to return. All is not as it seems, however, for here he is again, having enlisted the aid of a friend to produce another game of multiple paths, this time set in a steampunk universe with Lovecraftian overtones.

All is not as it seems in STB either, which makes reviewing it rather difficult. As I say above, the point is to figure out what’s going on (and what you’d like to do about it), and what’s going on is really quite complicated, but at least part of it involves the IF interface itself. Integrating interface and story has long been an interest of mine, which played itself out somewhat in LASH‘s “remote robot” conceit; STB takes a rather different tack, finding a completely dissimilar and ingenious explanation within the plot for the PC’s inevitable amnesiac and kleptomaniac traits, as well as the ability to jump about in time via RESTART, RESTORE, UNDO, and the like. Even stranger, you encounter tales of others in the story who have those same unusual powers.

I only figured all this out gradually, and some of it I didn’t figure out at all, having turned to the hints in order to see the end of the game. Or rather, an end to the game. Like Tapestry, STB offers an array of choices while attempting not to prefer any of them over the others, and these choices lead not only to a variety of endings, but to significant differences in the entire third act of the game. Now, I suspect that most of us, having been raised with pulp narratives about saving a threatened humanity, will find ourselves striving towards a particular ending as the “right” one, but STB rather slyly requires some extremely distasteful acts to progress on that particular path, which balances things out somewhat.

In the end, I felt that there really were no good choices, and the idea of doing the least harm to the least number still depended distinctly on who was doing the counting. Still, ultimately most of us are likely to be loyal to our own species, and so just as with Tapestry, even though multiple paths were available, there was still one that felt much more right to me than the others. That’s the brilliance of these games, though. If The Erudition Chamber is like a “What Kind Of IF Player Are You?” quiz, then Slouching Towards Bedlam is more like a “What Kind Of Person Are You?” quiz.

I guess I’ve written a lot about this game, but not much yet about what I thought of it. Well, I liked it very much. The story really drew me in, and I love the way the plot flowed smoothly from puzzle to puzzle. Even though there was quite a bit of inevitable infodumping, the wonderfully intense atmosphere of the hospital and other parts of London kept my unflagging interest. In fact, there are some parts of the game — the opening scene, the first major signs of strangeness, and the case file, for example — that I found purely spellbinding. The writing, too, was strong, keeping a Victorian mood without descending much into caricature.

There was one problem with the prose, though — for its own reasons, the game chooses to express player action predominantly in the passive voice, avoiding the word “you” as much as it can. It transfers agency to outside objects wherever possible, but sometimes it must describe the PC doing something, and here it occasionally trips, with descriptions like this (very minor puzzle spoiler ahead):

>look under blotter
Beneath the blotter is a small key, easily taken. It carries a small
tag labeled '2D'.

“Easily taken” doesn’t tell me that the PC has picked up the key, just that it would be easy for the PC to do so. Nevertheless, a subsequent inventory check reveals that the PC has indeed taken the key. From time to time, STB‘s passive voice emphasis afflicts it with this sort of muddiness.

That quibble aside, the writing worked really well, and the coding was similarly solid — I found no bugs at all. In fact, between the game’s puzzlebox premise and its lack of flaws, I’ve found this review rather hard to write, so I’ll just close by saying this: play Slouching Towards Bedlam. Your time will be well-spent, and you may find that it remains with you in entirely unexpected ways.

Rating: 9.6

The Plant by Michael J. Roberts [Comp98]

IFDB page: The Plant
Final placement: 3rd place (of 27) in the 1998 Interactive Fiction Competition

You know, by the time I get finished writing these reviews, I’m pretty tired. It takes a lot of energy to put out twenty or thirty thousand words about competition entries, and even though my reviews are shorter than last year’s, and there are fewer games involved, they were also written in a much more compressed judging period, so my exhaustion level is about the same. However, every year I’ve been reviewing the competition games I’ve gotten a little reward in the final game of the batch. In 1996, I was playing the games in order of filename, so the last game I played was Tapestry, an excellent piece of work by Dan Ravipinto which ended up taking second in the competition as a whole. Last year I let Lucian Smith’s Comp97 order my choices randomly, and ironically the last game on the list ended up being Smith’s own The Edifice. And true to form, that was another excellent game to finish on, and it ended up winning all the marbles in the 1997 comp. So it was with both trepidation and eagerness that I broached the final game of this year’s batch, The Plant. When I saw it was by Michael J. Roberts, the legendary implementor of both TADS and HTML-TADS, my anticipation was increased even further. I’ve never played one of Roberts’ games, having been an Inform initiate when I started programming, and having entered the IF scene just shortly before Roberts’ departure. And after this buildup, I’m pleased to say that The Plant completely lives up to my mini-tradition of grand finales. It was a great game to end the competition with — the reward I was hoping for, so that this review wouldn’t be too hard to write.

Probably the thing I liked the most about The Plant was its puzzles. I know there were several other games this year that were focused on puzzles, and some of the puzzles in those games were excellent. However, I liked The Plant‘s puzzles better precisely because the game wasn’t focused on puzzles. Instead, its puzzles were very well integrated into its story, so solving the puzzles really propelled the narrative. It’s much more interesting to solve a puzzle when it opens the door to the next piece of the story, rather than being just one of a roomful of puzzles that you have to solve to escape that room. The Plant was probably the only game in this year’s competition to give me a feeling similar to what I have when I play Infocom games. I love that feeling of uncovering an exciting story by cleverly putting pieces together, using items in unexpected ways, or doing the right thing at just the right time. And the game’s story is definitely an exciting one. It begins as you are stranded on an abandoned side-road with your boss, marooned by his unreliable car. It’s up to you to find a phone or a service station and get moving again, but when you go looking you may find more than you bargained for. I won’t give too much away about the secrets that are eventually revealed, but the game definitely packs plenty of surprises. The pacing is excellent — I only felt completely stuck once. I turned to the walkthrough to solve the problem, just because I wanted to finish as much of the game as I could in the two-hour time limit, but if you’re playing The Plant for the first time, let me urge you not to check the walkthrough unless you’re completely stuck. All the puzzles are completely logical, none of them require reading the designer’s mind, and many of them are quite satisfying to solve, requiring several steps or clever combinations of objects, or both.

Now, the story itself does have some flaws. There are some parts that felt quite implausible to me, and from time to time the fact that your boss follows you around in your travels doing the same two or three things all the time starts to feel a little artificial. In addition, there are one or two minor spelling errors in the game. Outside of this, the plotting and writing are quite good. The Plant‘s prose often conveyed a very vivid sense of the visual. I drive by a plant like this about twice a month, and the game’s descriptions of it, how its completely industrial and utilitarian networks of pipes and lights can seem almost like an abstract fairyland when glimpsed from afar, are right on the mark. I could really visualize most of the places in the game, and the mental pictures the game’s text creates are quite dramatic and compelling. In addition, the game uses a few small touches here and there which utilize the power of HTML TADS. No pictures or sound, but a few well-placed hyperlinks in the help text and one or two spots with specially formatted text really make the game look sharp, and add to the very visual quality of the prose. If you sometimes start to feel a little impatient with all the growing that the medium of interactive fiction is doing, and long for a good old-fashioned Infocom-style thrill ride, check out The Plant. I think it may be just what you’re looking for.

Rating: 9.0

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.

Tapestry by Daniel Ravipinto [Comp96]

IFDB page: Tapestry
Final placement: 2nd place (of 26) in the 1996 Interactive Fiction Competition

I thought this was really an impressive piece of work. Yes, it was a bit heavy-handed at times, and probably a little too derivative of Neil Gaiman’s visions of Fate and Evil in his Sandman cycle. But nonetheless, I found the situations compelling, the dilemmas convincing, and if a work is going to be derivative of someone, you could do a hell of a lot worse than Gaiman. I sometimes resented having my emotions so blatantly manipulated (somewhat akin to my feelings in a few Spielberg films) by the Dickensian drama of the mother and wife with wasting illnesses, the struggling family business on the edge of ruin, and the innocent “victims of inexorable fate” in the form of an onrushing car. Still, the fact is that the work succeeded in pushing my emotional buttons, and I was moved by the story. Tapestry is an ambitious piece, and both its successes and its failures are due to its exploration of the possibilities of interactive fiction. For example, the feeling of not being able to control the car despite what you order the character to do is an extremely chilling one, and it is an effect that would not pack the same potency were it attempted in static fiction. By the same token, though, exchanges with the wraith seemed a bit forced due to the limits of the medium — often complex points were reduced to the level of trying different versions of “tell wraith about x”. I have to admit, even though I’m educated enough to recognize “Morningstar” as Lucifer (the author even whispered in my ear to tell me so), I still chose his path my first try through the game. At the endgame, I was forced to think about my choices, and to recognize that I had been (and therefore could be) manipulated into making a choice that was wrong for the character, even if it wasn’t morally wrong, even if it is the choice I myself would have made under the circumstances. It wasn’t a nice feeling.

Prose: The prose tended toward the histrionic at times, and unfortunately this actually occasionally diluted the emotional impact of the situations. However, my experience of those moments was that they stuck out from the general trend of the writing, which was quite craftily done, and in fact sported some moments of real intensity and poignancy despite the occasional cliché.

Difficulty: I didn’t find the game too difficult to get through, but then again it wasn’t particularly puzzle-oriented. In fact, the path of Morningstar required a great deal more puzzle-solving than the path of Clotho (which is the other one I tried). Is there a message here?

Technical (coding): On the whole the coding was quite proficient. I was a little unhappy with what I perceived as some shortcuts (for example, a medicine bottle not implemented as a container), and the author’s realistic setting caused a few problems with Inform‘s standard responses. (Examples: entering “DIAL 911” and being told “You don’t know that phone number.”, and being told that I really should clean the soot that’s collected on my carpet, yet “CLEAN SOOT” receives a reply of “You achieve nothing by this.”) Apart from these details, the coding was accomplished quite handily.

Technical (writing): Grammatical and/or spelling problems and typos were not entirely absent, (I remember noticing an “a” used in place of an “at” or some such) but they were very few and far between.

Plot: I found the plot quite compelling. The prologue worked quite well for me, (though I did appreciate the “begin” command after my first time through) and the mutually exclusive endings were well planned. Ultimately, the game’s plot boils down to the idea that moral dilemmas can be extremely powerful in the medium of interactive fiction. I think this is a very, very good idea indeed.

Puzzles: As mentioned above, this work wasn’t really very puzzle-oriented. The puzzles that were included were integrated well with the game — no gratuitous grafted-on “crossword” elements — and this was both a strength and a weakness. The strength: nothing interrupted the suspension of disbelief created by the game’s dramatic scenarios. The weakness: character-driven puzzles (which most of these were) all too often boiled down to how to fill in the blanks on “tell ____ about ____.”

OVERALL — A 9.4

About my 1996 IF Competition reviews

The 1995 IF Competition knocked me out. That year, the comp was split (for the first and only time) into two divisions: Inform and TADS. Both of the winning games were fantastic, and the “finishable in two hours” rule broke them out of the Infocom mold that had thus far dictated almost all amateur IF.

The Infocom canon still dominated my own mindset and outlook on IF at that time. I’ll break out phrases like “Infocom-level prose”, and reference various Infocom games to provide a frame of reference for my views on the comp games. 1996 was also the year that Activision released Classic Text Adventure Masterpieces of Infocom, a CD-ROM collection of every Infocom game plus the top 6 games from the 1995 IF Competition. The fact that those amateur games could get the “official” Infocom imprimatur took my breath away. I wanted in, badly.

In 1996, I submitted my own game to the comp, Wearing The Claw. I also decided I’d play and submit scores for every game that had been entered. I did so, running through the games in alphabetical order by filename, which worked out to almost alphabetical order by game, but not quite. So that I could decide what scores to give, I took notes during gameplay, tracking how well the game measured up in categories like prose, puzzles, plot, technical achievement, and so forth.

Having seen reviews posted for the 1995 games, and hoping for a lot of feedback on my own work, I decided quickly to turn my notes into “reviews”, but as the scare quotes should tell you, they’re not exactly worthy of the name, especially the early ones. Even through the process of writing about the games, I was learning how I wanted to write about the games, which was sadly a little inequitable for the games that fell in the early part of the alphabet, and especially for the one that started with “Aa”. Sentence fragments abound, and much of what I wrote was more for myself than anyone else.

By the time I got to the final game, Tapestry, which was brilliant and ended up taking second place, I’d developed a more coherent approach. That approach would also change over the years, but at least it didn’t shortchange Daniel Ravipinto the way that it had Magnus Olsson, author of Aayela. That said, I’ve cleaned up these reviews a little, at least standardizing the punctuation and capitalization.

For the 1996 comp game reviews, I’ll provide the following:

  • IFDB page
  • Final comp placement
  • Intro sentences
  • Assessments of the following attributes:
    • Prose
    • Difficulty
    • Technical achievement, split into writing and coding subcategories
    • Plot
    • Puzzles
  • Overall score

I originally posted my reviews for the 1996 IF Competition games on December 3, 1996.