Castle Amnos: The First Legend by John Evans [Comp00]

IFDB page: Castle Amnos
Final placement: 30th place (of 53) in the 2000 Interactive Fiction Competition

Today is November 7th. It’s 11:30pm, Colorado time. I’m writing this review on my creaky but trusty 386 laptop, the television on in front of me (muted) so that I can continue to keep tabs on the US presidential election, which is still in a dead heat after seesawing all night long. It was, to say the least, a bad day to play Castle Amnos. Not that I didn’t have the time — I played my first hour over my lunch break at work, then did another hour after the commute home, dinner, watching election returns, and being at least somewhat present in my marriage (oh yeah, that). Then a quick shower to clear my head, and I’m ready to review.

With most comp games, this time investment would have been sufficient. Not with this one, though. For one thing, Castle Amnos is big. I didn’t expect this, since the game file size is 122K, but that’ll teach me to rely on file sizes — turns out you can squeeze in quite a few rooms, objects, and puzzles when you implement hardly any first-level nouns, code minimal responses for reasonable object actions, and only give your NPCs the bare minimum necessary for them to participate in their puzzles. Consequently, even when I reached the end of my two hours, I had no sense of closure at all — I doubt I’d even seen a third of the game.

What’s more, there are several mazelike sections in the game, and a few others where the geography is quite non-intuitive. I had made maps of these during my first-hour session, but I forgot and left them at work, and I’d be damned if I was going to draw them again. I have a pretty good memory for IF geography, so this didn’t cripple me in my second hour, but it did slow me down. I wonder how many comp judges’ experience is like mine: fragmented, squeezed in at the edges of our lives. I wonder how many others felt frustrated at playing a game that clearly didn’t fit into those small spaces we can create for it.

This is my 42nd game of this comp, and usually by this point I’m ready to name a trend for the year. Last year it was non-interactive games. The year before that, one-room games. This year, though there are some rather surprising similarities — two games prominently featuring peyote (?), several pointless joke games, far too many starvation puzzles — I’m not sure I can put my finger on one overall trend among the games for the entire comp, except that their index of quality has tended to be higher. I have, however, noticed a personal trend: I’m getting more and more impatient with games that, in my opinion, don’t belong in the IF competition.

Mostly, these are games that are so large, it’s really unlikely that most players will see anything like a majority of the game in two hours’ playing time. It’s discouraging to make a sincere effort to play a huge number of games in a six-week timespan, only to discover that several of those games simply cannot be played to any satisfactory conclusion in the two hours allotted. It makes me want to just avoid playing anything over a certain file size, but even that strategy would fail: My Angel is almost twice the size of this game, but it’s easily finishable in two hours. Amnos, on the other hand, is anything but.

I’m not sure what the solution is, but I will say this: Authors, I implore you. Please think carefully about whether your game can be played in two hours. If, realistically, it cannot, I urge you not to enter it in the competition. I know about the feedback problem — people are working on it. In the meantime, isn’t it better to have your game played all the way through by 50 appreciative people than to have its first 25% played, then the whole thing dropped, by 200 people who are terribly pressed for time?

Okay, I realize that I’ve gotten on my comp soapbox and delivered very little useful feedback about the game itself. To remedy that: Castle Amnos appears to have some very interesting ideas at its core. I found sections, and resonances, that intrigued me a lot. I obviously wasn’t able to get far enough in the game to get any sort of resolution on what had been set up, so I don’t know if the payoff fulfills the promise of that setup, but if it does, I think it’ll be an interesting game.

It is, however, hampered by several problematic design decisions which are a bit of a throwback to the earlier days of IF. There’s a more or less pointless inventory limit, which forces you to keep all your objects in one central location and trundle back and forth between it and whatever puzzle you happen to be working on. There is a room somewhat reminiscent of the Round Room in Zork II, only about twice as aggravating because you have to perform an action before the randomizer will run again each time, and it opens on fewer options, making repetition more necessary. It appears to be somewhat circumnavigable, but only somewhat. Then again, who knows whether there isn’t some later section of the game that makes that room behave in a deterministic fashion? Certainly not me.

In addition to these problems, there are (as I mentioned earlier) several mazelike sections of the game. To me, that kind of thing is just no fun. Mileage, I’m sure, varies. All this is not to say that it’s a bad game. It is implemented minimally, but competently. I don’t think I found any major bugs, though the game’s fascination with non-standard geography and randomness sometimes made it difficult to tell what was a bug and what wasn’t. The prose, like the code, is sparse but error-free. Perhaps, if I was able to play it all the way through, I’d even think that Amnos is a really good game, or at least a draft of something on the way to becoming a really good game. With what I was able to see, though, all I was able to tell was that its entry as a competition game impaired my ability to enjoy it.

Rating: 5.7

Unnkulia X by Valentine Kopteltsev [Comp00]

IFDB page: Unnkulia X
Final placement: 27th place (of 53) in the 2000 Interactive Fiction Competition

In the beginning, there was the 1995 IF competition. This competition had but One Rule: all entries must be winnable in two hours or less. The competition has gotten grander and more complex since then, but it has remained a competition for short games, not Curses-length epics. Somewhere along the way, though, the One Rule got mutated a little. I quote from this year’s rules: “Judges must base their judgement of each game on at most the first two hours of play… Authors may write a game of any length they desire, but should keep this rule in mind when determining the length of their entry.” This rule has been in this form, more or less, since 1998. Still, the competition has remained oriented towards short games.

There are some obvious reasons for this. For one thing, it takes less time to write a short game. The more objects, locations, NPCs, plot points, and such you cram into your game, the more work your game will be to produce, at least if you want to maintain a reasonable level of quality. I would argue, however, that there are other reasons to keep long games out of the competition. From a judging standpoint, I don’t feel comfortable evaluating a game unless I’m reasonably confident that I’ve seen most or all of it. If A Mind Forever Voyaging, for instance, were to be entered in an IF competition, I know for certain that I wouldn’t have an accurate picture of it after only 2 hours of play. I felt differently about Zork III before and after the Royal Puzzle. I could go on, but you get the idea. Consequently, the ratings given to a large game don’t really reflect the game as a whole, just its beginning sections. Also, it’s really comparing apples to oranges to put something like Worlds Apart up against something like, say, Winter Wonderland. Even if two games have a similar tone, or similar puzzles, or a whole raft of other similarities, length does matter. Ahem.

Nowadays though, the competition has become, to use a worn-out but apt phrase, a victim of its own success. Authors enter anything they write into the competition just because it’s so high-profile and receives so much ink (or electrons, or whatever.) They figure that even in the worst case, they’ll get a whole bunch of people playing and writing about their game, so why not enter it? I feel a rant coming on about this. The first part of my rant is directed at authors. Look, people, entering a game that is too long (or too buggy, or too poorly proofread, or otherwise inappropriate for the competition) is an abuse of the judges’ time. The feedback and recognition you get this way are ill-gotten.

Moreover, I would contend that especially in the case of overlong games, you’re not really benefiting that much, because whatever recognition and feedback you get are only based on the first two hours, not your game as a whole. You created an entire game, but if it’s just one of fifty entries, and it’s quickly apparent that two hours ain’t gonna cover it, not by a long stretch, how many of those players do you think will return to your game? How many people will see and give you feedback about the other three-fourths of the game that they didn’t get to during the comp? How much are you really benefiting from all that comp attention?

And while I’m on the topic, let’s move to the second part of my rant, which is directed to the community at large. Listen, I love the competition. It’s one of my favorite things about the IF community. But let’s face the problems that it has. The magnetism of the competition, the idea that it’s the best place for every game, is something we all need to work harder to address. Do your part. Release a long game (or a short one) outside of the competition. Write a review of a non-comp game for SPAG or XYZZYNews. Participate in things like the IF Review Conspiracy and the IF Book Club. Most importantly, post post POST about non-comp games. Make a commitment to post a reaction to any non-comp game you play. It doesn’t have to be a review. It doesn’t have to be thorough. Hell, it doesn’t even have to be smart. It just has to be done, because if it doesn’t get done, the authors who don’t abuse the competition will end up losing out, and that’s not right. So please — do it. Your efforts will benefit yourself and everybody else in the IF community.

Just to be democratic, the third part of my rant is addressed to myself, and people like me, people who write long, thorough reviews of every comp game. We are part of the problem. I recognize that consistency is important to us, and that’s why we devote more or less the same amount of space to each comp game. However, there can and should be limits. Don’t even play games that have catastrophic bugs, let alone review them. Any attention those games get contributes to the perception that it’s better to release a buggy game in the comp than a polished game in the Spring. We must work to prove that this perception is fallacious and untrue. As for overlong games, review them if you feel you must, but don’t feel obligated to spend much of the review talking about the game itself — spend it instead on some adjacent topic like the problem of inappropriate games in the competition.

I mean, for god’s sake, Unnkulia X is 865K! The thing is only 45K smaller than Once and Future! It’s freaking huge! Yes, it’s fairly well done, implemented with care and only a few lapses in English. (There’s a lot of unfamiliar diction, which I assume is attributable to the author’s first language being something other than English, but most of these alien word choices are rather refreshing instead of jarring.) Of course, I only got 60 points out of 300 after two hours, so these assessments are based on what I have to assume is the first fifth or so of the game. If it were the whole game, I’d probably give it about a 9. Considering it’s a fifth of the game, I think that works out to about a…

Rating: 1.8