Transfer by Tod Levi [Comp00]

IFDB page: Transfer
Final placement: 5th place (of 53) in the 2000 Interactive Fiction Competition

What is it about isolated research complexes? Is it that their combination of solitude and high-tech niftiness is particularly well-suited to IF? Do their deeply buried labs and living quarters provide plenty of fodder for interesting room descriptions while furnishing a very logical justification for a paucity of objects? Does something about all that Big Science that inevitably goes catastrophically awry appeal to writers in a computer game genre that is generally thought to be long since technically outmoded? Whatever the reason behind their mystique, isolated research complexes have appeared in every IF competition since C.E. Forman blazed the trail with his 1996 comp game Delusions, a game so good that perhaps it can take credit on its own for inspiring the trend. From Babel to Unholy Grail to Four Seconds, it’s just not an IF competition without a game about an isolated research complex where Dangerous Experiments go Horribly Wrong. Despite its rather pedestrian title, Transfer is a captivating thriller in exactly this mode.

The game’s central conceit is a machine that allows “Entity Transfer” — an exchange of minds between animals and humans. Naturally, the genius Professor who built this machine has been mysteriously put out of commission, and you as the PC can’t be sure who to trust among the various colleagues and security agents who roam the complex in the wake of this disaster. The game never makes your quest explicit, but it’s clear enough that you are charged with clearing up the mystery and flushing out the culprit behind this obvious Foul Play. The transfer machine allows the author to once again exercise the skills that he demonstrated in last year’s cat-perspective game A Day For Soft Food, this time thrusting the PC into a whole menagerie of animal points-of-view — this device is not only lots of fun, it serves as a vehicle for some very clever and original (if at times somewhat implausible) puzzles. These puzzles are also quite well integrated into the game’s plot, a plot which I found quite gripping.

In fact, the strength of the story serves ironically to highlight the game’s major flaw, which is the unrealistic behavior of its NPCs. These NPCs are well-characterized, but implemented much too shallowly. I know this because I was so into the story that I found it extremely frustrating when I wasn’t able to progress in the plot even after telling an NPC about some stunningly important clue, or showing them some highly significant objects I’d acquired. In fact, there are times in Transfer when something obviously alarming is going on, but the NPCs ignore it completely, going robotically about their daily rounds despite my best efforts to draw their attention. Because the rest of the work was so involving, the characters’ unresponsiveness became a real point of frustration for me. Other than this weakness, the game appears to be quite well-tested — I found only a couple of small, isolated bugs and spelling errors, and on the flip side noticed several spots where the game’s code revealed outstanding craftsmanship in its handling of subtle details. I wasn’t able to finish the game in the two hours allotted judging time, but assuming I survive the process of grading another 50 games, I eagerly anticipate returning to reach the ending of Transfer — if the rest of the game is any indication, the payoff should be worthwhile indeed.

Rating: 8.8

A Day For Soft Food by Tod Levi [Comp99]

IFDB page: A Day for Soft Food
Final placement: 4th place (of 37) in the 1999 Interactive Fiction Competition

Well, I suppose it was inevitable. Ever since the 1996 competition entry Ralph, which was narrated from the point of view of a family dog, the idea has been just sitting out there, waiting to be used. Actually, I’m surprised it took this long. But it’s finally here: a game written from the point of view of a family cat. As far as the writing goes, Soft Food actually does its job rather well. Its mood is quite different from that of Ralph — there is no jokey blundering about, no excretion gags. Instead, the tone is serious, even formal, as befits the dignified feline. Descriptions are well-turned; your owner is “the Provider”, the sofa is a “lumpy mountain”, cars are “glinting beasts.” The game also provides responses to most logical kitty verbs like “meow”, “purr”, and “jump on “. Unfortunately, the response to “purr” is “You’re not especially happy” — the game’s protagonist is not a contented cat. Its owner is suffering from an illness, and has been surly and unhelpful. The food bowl is empty, and the world outside deadly with oncoming traffic and a powerful Rival. Sickness, injury, and even death have roles in this game. The writing does a fairly good job of conveying the seriousness of this cat’s world, and the starkness of the dilemmas it faces.

I’m sorry to say that the coding is not quite so strong. I stumbled across a number of outright bugs in my two hours with the game. For example, you can get inside an open cupboard, and when you try to close it, the game responds “You lack the dexterity.” Fair enough, but when you try to leave, the game protests “You can’t get out of the closed cupboard.” Look around, and the room description has somehow evaporated, leaving just “The cupboard.” Another problem occurs with a pile of similar objects, from which you may take one and drop it anywhere in the game. However, if you return to the pile and take another, you’ll find that the one you dropped has disappeared, which stretches the bounds of plausibility. Moreover, there are a number of commands in the game (for example, “examine me”) to which the parser does not respond at all.

These are all fairly basic errors, nothing fatal, and I expect that they will be cleaned up in the next release of Soft Food. However, the problem that will be more difficult to fix is that of the puzzles. My Lord, these puzzles are difficult. They’re not so much “guess-the-verb” — I rarely found myself in a situation where I knew what to do but just couldn’t figure out how to phrase it. Instead, I found that most of the time I hadn’t the faintest idea of what to do, and the game kept ending in unpleasant ways as I stumbled about trying to figure out the solution. One puzzle in particular rivaled the Babel fish in complexity, but where the latter puzzle was enjoyable because of the absurdity of necessary actions piling atop one another, this game’s equivalent seemed frustratingly arbitrary, and the game’s serious tone did little to make the puzzle’s fiendishness more bearable. A disturbingly high percentage of the puzzles felt like members of the “guess-what-I’m-thinking” genre. I’m willing to concede that perhaps I wasn’t in a properly feline state of mind for them, and certainly I’ll admit that I’m not the world’s greatest puzzle solver, but I don’t think that’s sufficient to explain the problem. I think they’re just way too hard, and that the writing isn’t specific enough to give the player all the nudges necessary to solve them. It’s a good lesson in puzzle design though — if lots of players experience the same frustration I did, Soft Food will give designers an example of what to avoid in gonzo puzzle-crafting. I may even be able to use the lesson myself. See, I have a great idea for the 2000 comp: you play this pet goldfish…

Rating: 6.4