Interview from Terra d’IF [Misc]

[I was interviewed in 2004 for Terra d’IF, an Italian interactive fiction zine. Roberto Grassi was the interviewer. I’ve cleaned up the text and added some links as appropriate.]

Head shot of Paul O'Brian from 2004
(Me in 2004!)

> ASK PAUL ABOUT PAUL

I’m a 34-year-old computer programmer and father-to-be, living in Colorado and working for the local university. I’ve been married for 8 years, to a woman who isn’t an IF enthusiast herself but is unfailingly supportive of me and my kooky hobbies. I guess I’ve been hanging around the IF scene for about ten years now. Wow. I have very strong interests in writing, gaming, and programming, and since IF lies at the crescent between these, it’s a natural fit for me. The fact that I have warm memories of 1980s Infocom doesn’t hurt, either. My other interests include comics (as players of the Earth And Sky games have no doubt surmised), music, and trivia.

> ASK PAUL ABOUT HIS IF (with particular reference to IFComp Winning)

Of course, I’m thrilled and proud to have won the competition. It’s been interesting to watch the mini-controversy that the win has caused on the newsgroups, with some people voicing the opinion that my game didn’t deserve to beat its closest competition. To some degree, I can sympathize with this point of view — Luminous Horizon‘s writing doesn’t measure up to the dazzling prose and evocative themes of Blue Chairs, and its puzzles feel pretty desultory next to something like All Things Devours.

I don’t think it’s for me to say just what qualities enabled the game to win despite these shortcomings, but I can tell you that I really try to put a lot of craft into my work. Part of why it takes me so long to produce each game is that I pour a great deal of effort into providing dozens and dozens of NPC quips, unusual parser responses, and situation-appropriate text. I like to think that effort makes a difference in how people receive the game. In addition, I try to make each game I release an improvement over the last one, which is why Luminous Horizon lets you switch between PCs and contains an integrated hint system.

As for my earlier stuff, I still get nice email about LASH, and overall I’m happy with the way that game turned out, though of course with another four years of experience, I now look back at some parts of it and wish I’d done them a little differently. This is even more true of Wearing The Claw, my rather cliché-ridden debut. At that point, I was so excited to even be able to produce IF at all that I wasn’t paying enough attention to producing interesting writing, though given my nascent writing skills at the time, I’m not sure I’d have been able to do much better even if that was my focus. Lately, I seem to have stumbled into a groove for producing games that have a fairly broad appeal, and I’m pleased that lots of players seem to be having a good time with them.

> ASK PAUL ABOUT OLD IF

The first game I ever played was Zork, and it’s still one of my favorites. However, I played its predecessor Dungeon a few years ago, and found myself going crazy with frustration. Some parts of Zork may seem capricious, but compared to the way Dungeon tangles its map connections, snuffs light sources, and gleefully confounds the player at every turn, Zork feels infallibly logical. This experience gave me some insight into what I see as one of the most important shifts that’s happened in IF development: the shift from antagonism to collaboration.

Old-school IF does everything it can to undercut and frustrate the player, and the pleasure of playing it comes from the challenge of triumphing over all these obstacles. As time has gone on, though, we’ve seen more and more IF that tries to work with the player to create an experience of fun or drama. That’s why things like mazes and hunger timers have fallen out of favor — the few current games that include them tend to be strongly informed by the games of fifteen or more years ago. Of course, both approaches can be useful, but personally, I find participating in a story much more pleasant than slogging through restart after restart to overcome arbitrary barriers, so I prefer that even puzzle games eliminate the tedious parts to let me focus on the interesting parts. All Things Devours is a great example of a game that does this.

> ASK PAUL ABOUT CURRENT IF

I’m rather embarrassed to admit that I have difficulty finding the time to play most current IF. I’ve managed to keep up with the competition, both because it only takes place once a year and because I know I won’t be spending more than two hours on any given game. However, given that next year at competition time I’ll have a four-month-old child around the house, I’m trying to shift my focus to non-comp-games, which I can approach under a little less pressure. I got a copy of Kent Tessman’s Future Boy! for Christmas, and I’m looking forward to playing that and Andrew Plotkin’s The Dreamhold soon. Of course, I’ll have to balance them with work on SPAG and on updating the Earth And Sky games, not to mention the other demands of actually having a life. Sigh.

> ASK PAUL ABOUT FUTURE IF

I’m not much of a prognosticator, so I don’t have any grand predictions about where IF will go in the next ten or twenty years. I don’t even have a wish list, really. I do think that right now, several different strands of IF are healthy and growing, from outright literary games to sophisticated puzzlers, and I don’t expect general IF development to lurch suddenly towards one side or the other. The use of pictures and sounds in IF is growing too, and that may continue to expand as the tools to produce multimedia content get easier and easier to use. I guess my basic expectation is that IF will continue to thrive as an underground niche hobby, with occasional eruptions into tributaries of the mainstream.

> ASK PAUL ABOUT HIS FUTURE RELEASES (and commitments, i.e. SPAG for instance)

I don’t have any new games on the drawing board at this point. I do plan to continue with SPAG for the foreseeable future — the 2004 comp issue will come out as soon as I receive the last interview I’m waiting for. Aside from that, my first priority is to update my rather dusty web page, then to produce an updated version of Luminous Horizon that takes into account all of the feedback I’ve received during and since the competition. Then I want to go back and update the first game to include the same kinds of graphical sound effects that the other episodes use, and from there I’m thinking of trying to package them in some quasi-seamless way and maybe promote them a bit beyond the IF world. I really have no idea how long all that will take, so I haven’t really formed any plans beyond that point.

Paul O’Brian’s games are here. [I took the liberty of replacing a defunct link to Baf’s Guide with one to the IFDB.]

Landscape and Character in IF [Misc]

[The following article was my contribution to the 2011 IF Theory Reader]

If we reduce interactive fiction to its essence, we can view it as a triangular relationship between three basic elements: Landscape, Character, and Action. It’s possible to write IF without objects, plot, NPCs or myriad other ingredients, but as soon as that first room description appears, it introduces a landscape, just as the first prompt ushers in the concept of Action.1 I would further argue that the interaction between these two elements inevitably creates some concept of Character. The character that emerges is the being that would perform the actions selected when presented with the landscape (and situation) at hand. Even if that character is not human, not organic, or not even embodied (an omniscient narrator, for instance, though that voice is almost never used in IF because of the form’s powerful insistence on connecting Action with viewpoint), Action must have an agent, and that agent is what we call the Player Character.

In this formulation, the only one of the triumvirate completely under the game’s control is Landscape. Action is entirely in the hands of the player, and Character lies halfway between the two. That last statement may require a bit more unpacking. If Character is determined by Action, why isn’t it entirely in the hands of the player as well? The answer is that while Action does determine Character, it isn’t the sole determining factor. The game itself can shape character by statements as blatant as “You’re Tracy Valencia,” or by something as subtle as a particular word choice in a parser response. However, I would contend that while blatant character-shaping statements and even subtle nudges from default responses are far from inevitable in IF, some sense of landscape must be included in any IF game, and that both the design and the description of this landscape are extremely powerful factors in determining character. It is my aim in this essay to examine the ways in which Landscape influences and creates Character, and to raise what I hope will be some interesting questions about the nature of their interrelationship.

MAP DESIGN

[This section contains minor spoilers for Adventure, Planet Of The Infinite Minds, Strangers In The Night, and Suspect. It contains medium-level spoilers for Lost New York and Stone Cell, and major spoilers for Shade and 1981.]

Space is continuous. The landscape of interactive fiction, however, consists of discrete units, connected to each other in various ordinary and sometimes extraordinary ways.2 By convention we call these units “rooms”, but in fact they can be anything from a tiny subsection of a room to an entire town, country, planet, or universe. How does a game’s subdivision of continuous space affect our perception of the character in that game? Let’s look at some examples.

An illuminating comparison exists between two pieces of IF with urban settings: Neil DeMause’s Lost New York (1996) and Rich Pizor’s Strangers In The Night (1999). In the former, the character travels through Manhattan and other areas of New York City during various points in history. The game frequently compresses neighborhoods, boroughs, and other such swaths of territory into single rooms, albeit lovingly described ones:

Lower East Side
The scene around you is one unmatched in any other time and place in human history: Acres of identical four- and five-story tenements packed cheek-to-jowl with people, people who spill out onto the sidewalks and fire escapes in search of a little space, a little air. The el tracks continue down the street to the north and south; to the east, the tenements seem to stretch on forever, though you're pretty sure they eventually end at the East River shore.

Within each time period, these areas connect to each other directly, even though they may have been separated by miles in reality. Occasionally, a “traveling message” such as “You trudge north for close to a mile, finally arriving at…” will interpose itself between locations, but more often the traveling interval passes instantaneously and without comment.

Strangers In The Night, on the other hand, painstakingly sets out its generic city map as a street grid, and provides almost no description for the lion’s share of its locations:

Broadway and 11th
You are at the intersection of Broadway and 11th Avenue. To the southwest is the security door for your apartment building; the Broadway Sineplex (which a few downtown residents still consider an amusing name for a movie theatre) lies to the northeast.

>n
Broadway (10th & 11th)

>n
Broadway and 10th
One of the streetlights is dim here; the shadows that are cast against the sidewalk are oddly deformed, giving the corner an otherworldly feel.

>n
Broadway (9th & 10th)
Somewhere in the distance, a car alarm starts blaring it's [sic] Call of the Wild to the concrete jungle. This is followed a few moments later by the sound of figerglass [sic] crunching and safety windshields shattering until the alarm ceases.

>n
Broadway and 9th

>n
Broadway (8th & 9th)

>n
8th and Broadway
Carl Tuck's Coffehouse [sic] is to the southeast.

At first glance, it might appear that about half the locations contain room descriptions. In fact, however, only the first and the last do; the dim streetlight and the car alarm are random atmospheric messages that can pop up in any street location. In fact, the only time a non-random message, or a description of any kind, appears is when the location adjoins the entrance to a puzzle-solving area, or to the PC’s home. The game’s city grid is comprised of about 80 locations, all of which may well have been compressed into one room in Lost New York.

It’s a natural impulse to discuss these choices as they relate to game design, or to talk about their successes and failures in creating immersion or facilitating strategy. What may not be so natural is to think about how these choices influence the way we think about the player character; I would contend that consciously or not, we perceive these two characters differently based on the way the games construct their surroundings. What we know about the PC of Lost New York is that she3 knows New York City well enough to identify its various areas instantly, even as they appeared over a hundred years ago. In fact, the game’s easy recognition of areas such as “The Goats” and “Ladies Mile”, not to mention the copious historical detail infused into many room descriptions, creates a tension between the game’s identification of the PC as “a tourist” and what we know about her from her subsequent experiences.

Someone who could wander through New York’s past with so much information at hand must be intimately familiar with the city, either through experience or study. Her interest and perception is mostly broad strokes — she’s more interested in generalities of an area than in its specific details, and her sense of history is sweeping rather than finely grained — but her knowledge is quite comprehensive. Even if the game had insisted that this was the PC’s first trip to the city, we would have to conclude that she is someone who for whatever reason has immersed herself in New York City history; how else to explain such detailed knowledge in the midst of the extraordinary experience of time travel? If the game proved unable or unwilling to address and resolve this question, that lacuna could hardly be anything but a flaw in the work, just as it would be in a novel where the main character knows things she shouldn’t.

Unlike the PC of Lost New York, the character in Strangers has almost no interest in ordinary detail, let alone history. He never finds himself musing about ironies or architecture as he treads the streets, and in fact usually notices nothing but the bare identity of the location. Together with the game’s specification of the PC as a vampire, these facts can lead us to a few conclusions about this character. He sees the city not as human tapestry or even interesting backdrop, but rather as a sort of maze he must navigate in order to locate prey. The lack of room descriptions impels us to move quickly from one location to the next, replicating the urgency of the character’s thirst for blood. His disinterest in local color might even be seen as an undead disdain for the fleeting effluvia of mortal life. The game’s overall presentation isn’t quite strong enough to give this effect full potency, but all the same we know quite well that there is a significant difference between these two characters. The Lost New York PC, even if she were a vampire searching the streets for prey, couldn’t help but notice the landscape and be aware of its heritage, while the Strangers PC could be thrust into any time in the city’s history and would evince a similar disregard for anything but the most minimal details of place.

On the other end of the detail spectrum from Strangers is Andrew Plotkin’s Shade (2000), where the entirety of the action appears to be taking place in the player character’s studio apartment. In this one-room environment, however, movement is possible, and the game responds to this movement not by placing the character in a new room (as is the case with most IF), but rather by making a series of alterations to room description and scope for the current room. If the PC is in the center of the apartment, for example, the game first mentions objects close at hand, such as the computer desk and stereo, while reserving mention of the kitchen and bathroom areas for the later parts of the room description. When that character moves to the kitchen, however, text about the counter, the refrigerator, and such occupies the beginning of the room description. The desk and stereo are still visible from that location, and still mentioned, but are only visible, not accessible for touching or other manipulation until the character returns to the center of the apartment.

When Shade was released, this approach to map design was hailed as an innovative subversion of the conventional IF map, which it is. It is also a fitting choice for characterization purposes. The overlapping, connected nature of the apartment landscape makes clear to us that this is an environment with which the character is intimately familiar, and that even while he inhabits one area of it, his awareness of the other areas does not abate. The map design makes the apartment belong to the character in a way that it would not were it separated into discrete rooms. This sense of familiarity, of safety, and of enclosure makes the game’s later revelations all the more powerful, as the familiar dissolves into the strange, and safe enclosure into fatal exposure.

A similar effect, the subdivision of one room into many separate locations, appears in a variety of games, including Infocom’s Suspect (1984) and Steve Kodat’s Stone Cell (1999). In the former, it’s a grand ballroom that the game presents as nine separate locations, and the effect is to make the room feel enormous. The character in Suspect is a reporter at a party being given in a mansion, and the game’s map design underscores her sense of awe at the opulent surroundings — where the house’s owner’s perception of the ballroom might be closer to that of the character in Shade, the guest’s mind demands more concrete conceptual boundaries in order to take in the scope of the area.

Stone Cell achieves a different effect by performing the same gridlike subdivision on a much smaller room, the eponymous stone cell. Room descriptions and common sense tell us that this room is much smaller than the ballroom in Suspect, so the game’s partitioning of that space, rather than conveying immensity, instead reflects the PC’s awareness of the room’s tiniest details as a result of his imprisonment. What makes this design particularly effective is that the game initially presents the cell as one location, then expands it into a grid after the character sleeps, thus reflecting not only the character’s growing familiarity with his surroundings but also his growing desire to scrutinize each detail of the premises in hopes of escape.

The opposite effect is available, too, when games compress the extremely large, even the inconceivably large, into a single room description. One of the more extreme examples of this technique occurs in Alfredo Garcia’s Planet Of The Infinite Minds (2000), where the character might find himself here:

The Beginning of Space
All around you, distant suns flicker and twinkle. Painfully bright points of light seem to appear suddenly from out of the ether, as another retracts into obscurity. En masse, the effect renders a carnival of vibrant colours and astonishing beauty.

The simple fact of the character’s existence in this location tells us something about that character: that she has transcended humanity, attaining a sort of bodiless, godlike status. Since the game starts with the PC as a simple librarian, its transportation of her to such an abstract vista carries with it the implication of personal disembodiment and removal from reality as well. What’s more, her ability to know that the location is “The Beginning Of Space” rather than, say, a Christmas tree festival viewed through a hangover, suggests a metahuman omnipotence that we must assume has been granted to the character, at least temporarily.

The connection between map design and character stretches to the deepest roots of IF, for the majority of Adventure‘s (1976) map is named and divided in ways that would make sense to a spelunker. From the way that the game comfortably names areas of the cave as “rooms”, and indeed even the names of those rooms, which draw on caving vocabulary such as “Bedquilt” and “Y2”, we can clearly identify that the character in that game is an experienced cave explorer. Thus, even in the earliest days of IF, when games made virtually no overt effort to characterize the PC, character was already emerging as a function of landscape. The character in Adventure, while unraced, gender-neutral, ageless, nameless, and faceless, was nonetheless made distinct from the player herself by the way he perceived the landscape of the cave, seeing rooms and twisty little passages where a different character might have experienced the area quite differently.

In the hands of a skilled author, the effect of landscape on character can make for a portrayal that is very striking indeed. Take, for instance, Adam Cadre’s 1981 (2001)4. The first room description of the game is as follows:

New Haven, Connecticut
New Haven. The worst place on earth. The town is dirty and industrial, the students are sloppy, everything is horribly expensive. And you had to cash in $3600 of your stock to get here. But it was necessary. Four years at this place is enough to ravage anyone. You have to rescue her, your first true love.

Her dormitory lies to the north.

Already, we can see a dramatic narrowing of scope occurring. The character is so unconcerned with the details of his location that he compresses an entire town into one unit, dismissing all of it as “the worst place on earth.” Then the broad outlines of location gain sudden, sharp focus: “Her dormitory lies to the north.” The contrast between the vague, reviled whole of New Haven and the focus on the dormitory, set apart in its own line, suggests to us that the character’s concentration on his goal is unhealthy, perhaps even obsessive, and moving north confirms this suspicion:

New Haven, in her dormitory
You're standing in front of her door. It's closed. It's always closed. You've shoved approximately one hundred poems and letters under that door. You figure she's probably read about half of them.

Scope narrows even further here, from one building to the tiny area in front of one of that building’s doors. The room descriptions certainly confirm our impression of the main character’s unbalanced and obsessive nature, but even without them, the basic funneling performed by the map design would get the point across admirably. When we discover that the PC is John Hinckley, Jr., and that the door in question is to Jodie Foster’s dorm room at Yale, the revelation is terrifically powerful, because via its map design, the game has already taken us directly into the viewpoint of its would-be assassin.

ROOM DESCRIPTIONS

[This section contains minor spoilers for A Change In The Weather, Heroes, Varicella, and Zork I. It contains medium-level spoilers for Once And Future and Wearing The Claw, and major spoilers for Nothing More Nothing Less.]

Of course, in 1981 it’s more than just map design that clues us into the character — the room descriptions themselves make it clear that we are seeing the game’s landscape as filtered through one individual’s highly idiosyncratic viewpoint. Short, choppy sentences give the text a jittery feel, contributing to the general tone of uneasiness. We know the character has some access to wealth because of the “$3600 of your stock” line. We also know the character is either a heterosexual male or a homosexual female from the reference to the true love as “her.”5 And we certainly know how he feels about New Haven.

Cadre is particularly skilled at bringing character across through room description, as in this example, the first room in Varicella (1999):

Salon
You've funneled the lion's share of the palace improvements budget -- and most likely the tiger's share as well -- into renovating the salon... not that the Philistines you live among are equipped to appreciate it. From the plush Quattordici chairs to the handsome volumes in the library to the imported Ming tea service to the steward you hired to attend to your grooming needs, this is an oasis of taste and comfort in what is otherwise a fairly uncomfortable and tasteless building. Ah, well. When you become Regent you'll have greater latitude to redecorate. The arched windows overlook the western gardens, while the exit leads east.

This description follows several paragraphs of introduction, which announce the player character as one Primo Varicella, Palace Minister to a recently deceased king, and Machiavellian schemer for the throne. Even without that introduction, though, this room description would frame the character aptly. From the “lion’s share” clause we know that the character is in charge of improvements to a palace, and from the room name we know that he is in the Salon mentioned in the first sentence; therefore we can conclude that he is employed by the palace in which the game begins — a succinct way to bring across Varicella’s position and occupation. Moreover, the phrase “live among” tells us that he resides at the palace as well. The “tiger’s share” clause gives us an example of his sardonic humor, and the “Philistines” reference an example of his snobbery. His identification of the chairs and tea service, and the contrast to the “uncomfortable and tasteless” remainder of the building, communicate clearly that this is a man of very strong preferences, a persnickety aristocrat whose refined tastes run to the extremely expensive. Finally, the character’s ambitions, and the drive behind them, are summarized neatly: “When you become Regent you’ll have greater latitude to redecorate.” Just by seeing one room through this character’s eyes, we learn all the essential facts about him that will carry throughout the game.

If there’s a continuum that measures the degree to which a game’s room descriptions blatantly shape character, it’s fair to say that Varicella is probably on the extreme end of it. Does that mean that the room descriptions of games on the other end don’t shape character at all? Predictably, my answer is no — the effect is just a bit more subtle. To illustrate, let’s compare descriptions from two different games, neither of which has character as its focus. First, from Andrew Plotkin’s A Change In The Weather (1996):

Rocky Outlook
A wide angular tongue juts out from the hillside. The park stretches off to the north and west, a vast expanse of luminous meadowland, patched with the dark emerald of forest. The streams are already shadowed in their beds. In the distance, a lake reflects red fire, beneath the greater fire that leaps silently on the horizon.

A trail leads southwest down the hill, towards the bridge. From where you stand, it turns southeast and continues upward, deeply cut into the hillside. A narrower trail leads more steeply up to the east.

Zork I (1981) by Infocom offers a location that is very nearly analogous:

Rocky Ledge
You are on a ledge about halfway up the wall of the river canyon. You can see from here that the main flow from Aragain Falls twists along a passage which it is impossible for you to enter. Below you is the canyon bottom. Above you is more cliff, which appears climbable.

Though their locations may be similar, these two characters are very different indeed. Weather‘s wanderer takes the entire first paragraph to describe the area with intense, poetic language. The words don’t directly narrate the emotions felt by the character, nor impute opinions like the descriptions in Varicella, but they deploy vivid adjectives like “luminous” and “dark emerald”, and powerful metaphors — the tongue of rock, the red fire of sunset reflected in a lake, the setting sun as a “greater fire that leaps silently on the horizon.” This is a character whose soul is moved by the grandeur of a natural landscape. Only after this reverent depiction does the character notice practical details: the trails and where they lead.

Zork‘s PC, on the other hand, goes directly for the practical. She mentions the river’s passage only in terms of whether she can enter it. What she notices about the cliff is that it is climbable. Though the natural scene — a canyon, a river, a waterfall — is probably quite impressive, the description is almost entirely mechanical. There are no rapturous sentences about the stark rock of the cliff or the sparkling river. Adjectives are almost entirely absent, and where they do exist their purpose is highly prosaic: “river” further identifies “canyon”, as “Aragain” does “Falls” and “canyon” does “bottom.” Other descriptors exist solely to describe travel options: “impossible” and “climbable”. Indeed, she sees every element of the scene only in terms of how it can be manipulated or traversed, and this viewpoint is consistent throughout the game, just as the intense description of natural phenomena is a constant in Weather. Both games’ main focus is puzzle-solving, but when we compare how their characters each view a similar scene, it becomes clear how different the characters are from each other.

Comparing the PCs of two different games illuminates important differences between the characters, and the effect is even more potent when several points of view are available within the same game — instead of seeing how two different characters view analogous locations, we get to see how they view the exact same location. Several recent games have made use of this technique: J. Robinson Wheeler’s Being Andrew Plotkin (2000), Stephen Granade’s Common Ground (2000) and my own LASH (2000) among them. The current apex of POV-diversity, though, probably belongs to Heroes (2001) by Sean Barrett. This game offers a minimal landscape of something like a dozen locations, but gives five different viewpoint options through which to view it. For instance, the opening location of the game as viewed by a Zork-like adventurer:

Temple Way
The grimy, ramshackle buildings of Oldtown dutifully try to reform themselves as you progress east down Temple Way, but nothing besides the temple itself makes any real pretense of belonging anywhere other than Oldtown. Or rather, nothing besides the temple and Baron Sedmon's nearby mansion.

a King:

Avenue
This broad avenue leads right into Temple Square, the heart of fabulous New Oldtown. Towering over the square to the east you do perceive your stark white Temple of Justice, beautiful and well-appointed, offering a statement to the neighborhood: this, this is what progress is about. Sadly, the buildings around you are scarcely up to this new standard; Baron Ventillado's house north of the square is much more satisfactory. How you hate having to come here. This would all be so much simpler if Blackhelm were found dead one morning, but it's never happened yet, despite your best efforts.

a thief:

Shadowy Road
Sturdy, functional buildings lie in and out of shadow on the road to the temple square. Simple architecture, devoid of handholds; closely spaced buildings, devoid of alleyways; uncut walls, devoid of windows: the builders in this area knew how to encourage amateurs to go elsewhere.

a mage:

East-West Road
Randomly arranged paving stones form this street, proceeding east towards a more attractive arrangement. The darkened buildings lean sloppily over the edge of the street, reducing the energetic potential of the strict east-west layout. West the road leads back into the seething mess that is Oldtown.

and finally, a dragon:

Open Tunnel
We were surrounded by the man-things' structures, structures of dead trees and rock and distortions of iron. Beneath us we felt the arrangements of stone into a path for man-things' mobile receptacles. We could smell hints of the Crystal along the path to the east.

Where the adventurer just sees a temple, the King sees the temple as his own possession, a symbol of his attempts to renovate and improve the city. Where the mage sees leaning buildings distorting the street’s pristine geometry, the thief sees those same leaning buildings as a source of precious shadow. Through the use of a past-tense, second-person plural voice, Heroes renders the dragon’s viewpoint quite alien, and emphasizes that dissonance by showing us how the dragon sees the street: an “open tunnel”, contrasted with the more irregular shapes of nature and constructed by contemptible “man-things.” Heroes takes excellent advantage of Landscape’s ability to reveal Character, and through its use of multiple viewpoints, it leverages the power of the Landscape-Character axis to accomplish something more: the revelation of Landscape via accumulated details from a variety of characters. The descriptions coalesce in the player’s mind to create a picture of the location that is much more complete than any one viewpoint could provide, while at the same time establishing distinct portraits of each viewpoint character.

Other games have made use of changing room descriptions in order to demonstrate change or progression in a single PC, or to give us that character’s revised perspective as a situation changes. Nothing More, Nothing Less (2001) by Gilles Duchesne is a case in point. The first puzzle of this slice-of-life game takes place in a bathroom, initially described like so:

Bathroom
I’ve seen bigger bathrooms, but must admit this smaller one suits our needs well. There’s a small sink with a cabinet under it, a mirror, a bathtub (equiped [sic] with a shower head and curtain) and a toilet.

However, after the character urinates6, the toilet clogs and begins to overflow. Unprompted, the game reprints the room description, which now reads as follows:

Bathroom
I’ve seen bigger bathrooms, but must admit this smaller one suits our needs well. There’s a small sink with a cabinet under it, a mirror, a bathtub (equiped [sic] with a shower head and curtain) and a toilet.
Right now, my attention is also grabbed by: the toilet tank. Water keeps flowing from the tank, nearing the bowl’s edge.

The room description stays the same, but the game adds a sentence to demonstrate that the character’s attention has become focused on one particular aspect of the room: the toilet tank. This sentence serves gameplay purposes, indicating that the toilet tank is in fact implemented and thereby hinting toward the solution of the “overflowing toilet” puzzle. In addition to this, the attention sentence demonstrates a shift in the character, showing us his revised perspective as well as the fact that he’s quick-witted enough to think immediately of the toilet tank in this crisis. The other sentence is typical of IF room descriptions, indicating an action currently taking place in the room and lending urgency to the character’s desire to solve the puzzle. After the character opens the tank, lifts the toilet float, and fixes the stuck valve to stop the toilet running (alas, too late to prevent water flowing onto the floor), the game once again reprints the room description, this time altered considerably:

Bathroom
I’m now standing barefoot in some icy water. I’ve seen bigger bathrooms, but must admit this smaller one suits our needs well. In fact, at this very moment I’m terribly glad the floor isn’t bigger, as it would only mean more water to remove. There’s a small sink with a cabinet under it, a mirror, a bathtub (equiped [sic] with a shower head and curtain) and a toilet.
Right now, my attention is also grabbed by: my towel.

There are several changes, doing several different sorts of work within the description. The first, the “icy water” sentence, indicates a change in the room itself, one that is reflective of situation rather than character, though of course the way the character chooses to relate this situation — emphasizing discomfort by noting his bare feet and describing the water as “icy”, conveying a mood of urgency without panic — does accomplish some characterization. A later sentence takes a fact of the bathroom addressed by earlier descriptions (its small size) and relates it to the new situation, revealing a practical and rather optimistic side to the viewpoint character. This sentence also demonstrates that the character’s perspective, while pragmatic, is not particularly scientific, since a larger floor wouldn’t actually mean more water to remove, only a greater surface area from which to remove it. Later, we get a new “attention” sentence; the toilet tank is no longer in focus, and instead the character is thinking of his towel. Note that this towel was not mentioned in any of the previous room descriptions, because the character had no particular need of it. Nothing More, Nothing Less makes extensive use of this technique, heightening realism by filtering not only the general experience of landscape through the PC, but also specific points of focus as well. Finally, once the toilet is plunged and the water toweled and mopped, the PC has showered, and his feline nemesis has entered the room, the bathroom’s description changes to this:

Bathroom
This a bathroom, of which I’ve seen more than enough in the last minutes. Come to think of it, I’ve seen enough of it for the whole day. And the presence of that hairy pest doesn’t improve my morale. Azrael licks one of his paws, while keeping an eye on me.

The character’s perspective on the bathroom has changed once more, marking the end of his progression from bland interest, through urgent focus, and resting finally at mild exasperation. The emotional registers aren’t extreme, but the room descriptions convey very clearly the changes taking place within the character as a response to the changes that occur around him. In games like this, Landscape does even more shaping of Character than usual by virtue of its changing prose.

A final aspect of how Landscape reveals Character lies in the concept of elision: what rooms does the game avoid describing, and how do those gaps influence our understanding of the character? Many games take the character, via non-interactive cut-scenes, or even simple transitions, through landscape that we never get to see from the PC’s perspective. My experiences as an author have taught me about this phenomenon; in my first game, Wearing The Claw (1996), I elided an entire sea voyage. In practical terms, I made this choice because I didn’t have the time, energy, or skill to implement the journey as an interactive experience, but its absence from the game couldn’t help but affect the PC’s characterization. His reluctance to relate the details had to be explained somehow, so I made him someone who is deeply intimidated by the ocean, someone who would want to block out the experience of being at sea as much as possible:

Soon you find yourself at sea for the first time in your life, and you learn that the rocking and swaying of a small boat on a choppy sea does little to relax you. Nausea swells and recedes like the the [sic] waves beneath you, and though the journey to the isle of the Goergs takes little more than an hour, it ends none too soon for you.

I’m not willing to make the claim that elision always contributes to characterization — sometimes cuts are in place just to serve a story’s structure, leaving things unimplemented even though the character certainly would notice them. However, there are times that what isn’t described is just as important as what is. These sorts of gaps are particularly noticeable when they contrast with the player’s expectations, as happens from time to time in Kevin Wilson’s Once And Future (1998). One particularly memorable absence in that game is the matter of the cat: late in the game, Frank Leandro (the PC) is required to obtain a bit of cat hair for a magical recipe, and conveniently enough happens across a stray cat who sheds a bit into his hand and rides his shoulder for a while. A while later, that cat jumps into the chimney of a boarded-up house (chasing a bird) and disappears. Frank has a sword that cuts through anything, but the game forbids him from cutting through the boards to find the cat, saying “You could, but there’s not much point to it.” So however much the player may want to make sure that the kitty is okay, she is constrained by Frank’s disinterest; the inside of the house isn’t part of the map, because Frank doesn’t see the point of exploring it.

A PC-CENTRIC VIEW OF INTERACTIVE FICTION

[This section contains minor spoilers for The Beetmonger’s Journal, medium-level spoilers for Hamlet (the Shakespeare play), and major spoilers for Photopia.]

It’s possible that objections may arise to some of the points I make above, on the grounds that what I ascribe to character could just as easily be seen as a particular author’s writing style, a game’s depth of implementation, or even the formal constraints of IF itself. It’s quite true that I’m taking a PC-centric view — this is how I experience interactive fiction, and it’s easy to feel that it’s simply how the form works, but I certainly acknowledge that there are other, equally valid approaches. It’s also true that the PC is not the only possible point of view within a work of Interactive Fiction. In The Beetmonger’s Journal (2001) by Scott Starkey, for instance, some very nifty POV-jumping occurs in sections where the PC is the hero of some stories being read by the frame characters — from time to time those characters are interrupted in their reading, and we get a small cut-scene from their point of view.

However, what I would argue for is the extreme difficulty of disconnecting the point-of-view from the Player Character at the point of action. The IF prompt implies a certain kind of remote control: the player is to type in an action which will then be executed within the game. Invariably, this action is performed by the PC. Indeed, this is the very definition of Player Character. Similarly, landscape descriptions, especially when that landscape is available for traversal and manipulation from the game prompt, almost cannot help but be filtered through the PC, because all the knowledge conveyed in them is available for use at the point of action. If room description were to convey something that the PC couldn’t possibly know, such as the color of an object when the character is blind, the result would be severe cognitive dissonance for the player. If we type “OPEN BLUE DOOR” and the blind PC is able to do so, we must conclude that the PC is not blind after all — that’s how powerful the connection is between Character and Action. Because Landscape, Character, and Action are so intimately connected, it’s quite difficult to avoid making Landscape a function of Character, especially as the two get nearer and nearer to Action.

Given this PC-centric take on IF, it’s worth asking what possibilities reveal themselves as open or closed in its light. We’ve already seen some of what’s opened, from Heroes‘ cumulative place-building to Shade‘s resonant evocation of the familiar, and no doubt future games will continue to explore the power of the Landscape-Character axis. Conversely, one element that seems rather alarmingly curtailed is the possibility of dramatic irony. For instance, imagine Shakespeare’s Hamlet as an IF game, in which the player controls Hamlet, but is allowed (as a reader) to see Polonius stepping behind the arras in the queen’s bedroom. In order to retain the dramatic irony of the scene, Hamlet must stab the arras and inadvertently kill Polonius, but why would the player order him to do so, knowing what Hamlet doesn’t? In other words, how can the player be allowed to know things that the character doesn’t if that knowledge is expected to facilitate dramatic irony? The only answer I can think of is to force the PC’s actions, to make Hamlet stab Polonius no matter what the player orders, but as soon as that happens, the interactivity drops out of the IF game, and thus Action is removed from the equation. I’m not prepared to contend that this sort of dramatic irony is impossible, but the game that solves this problem will be a major breakthrough.

The work that’s probably come the closest to this grail is Adam Cadre’s justly revered Photopia (1998). Thanks to its fragmentation of the narrative line and its array of POV characters, when the climactic scene arrives, we know all the awful freight of what’s about to happen. We also can’t stop it — in order to achieve its dramatic irony, Photopia must remove our power to act. There’s an argument to be made that this sort of moment becomes even more powerful in interactive fiction, the useless prompt underscoring the inevitability of the character’s tragic fate. That’s as may be, but it doesn’t change the fact that PC and Action are still inextricably connected, and the only way the PC can be made to do something inevitable is to remove control from the player. Photopia cleverly makes the inevitable moment a car accident, thus giving the PC only a split-second to react (and thus providing a plausible context for lack of choice) and making his default desires identical to the player’s desires (STOP THE CAR!), but in the final analysis, the moment is still achieved by removing control from the player, and indeed the great majority of the criticism directed towards Photopia has been of its non-interactivity.

If Action is to retain its place in the IF triangle, Landscape and Character must remain inextricably connected. Their powerful bond to each other creates many exciting possibilities for the development of both, possibilities that have begun to be exploited in the last several years, and which no doubt will continue to yield opportunities for development. What’s also true is that noticing this connection and its potential still only scratches the surface of character development and landscape exposition in IF. Character can be revealed not just through landscape, but through objects, plot, direct narrative, and many other devices. In turn, while character is the primary lens for landscape, that landscape can alter greatly from the passage of time, from plot events, from NPC actions, or hundreds of other vectors, and each change to character and landscape deepens both. We’ve only just started finding the techniques, and it’s a heady feeling. We’re at the beginning of an art form — there’s much more undiscovered territory to explore.

Endnotes

1 A note about terms here: First, I should note that by “interactive fiction”, I refer to text IF. Some of the points here are certainly applicable to graphical or mixed-media IF as well, but some may not be. Secondly, the general concepts of Landscape, Character, and Action aren’t meant to be taken too literally. IF could be (and in many cases has been) created with a map of entirely abstract locations, or one location, or location descriptions that consist entirely of describing what’s absent. Similarly, actions might involve no actual action (WAIT, for example, or THINK), and a character can be anything from an intrepid adventurer to an ear of corn. However, I would contend that these elements are present in some form in all IF — indeed, the absence of these elements (such as the absence of landscape in Eliza) removes the work from what might reasonably be called interactive fiction.
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2 This trait isn’t entirely restricted to text games, but while no text game offers continuous space, some graphical games, such as Half-Life and Zork: Grand Inquisitor, do in fact offer a continuous, unbroken environment through which the PC travels. In that case, map design becomes a much less powerful factor in fixing Character, and in fact it might be argued that in those cases, the term “map design” has more or less lost its meaning, and might be better called “level design” or something similar.
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3 The subject of how description influences our perception of PC gender could occupy another entire essay, and is out of scope for this one. Consequently, in the case of games that don’t explicitly specify the gender of the PC, I’ll rather arbitrarily select one, trying to hit a more or less even ratio between the two.
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4 1981 is credited to the pseudonymous A.D. Mcmlxxxi, and Cadre has never claimed credit for it. In private correspondence, he explained that this is because the game was a bit of a rush job, not polished enough for something he would put his own name on. He agreed to be credited for the game in this essay on the condition that I put in a note explaining that he “wasn’t actually trying or anything with that one.” That 1981 is the game Cadre produces when he isn’t even breaking a sweat is a testament to his skill as an author.
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5 Or a bisexual of either sex, it probably should be said.
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6 This is one of the very few times that excretion has appeared in an IF game without being a function of rather dodgy toilet humor. Instead, the game plays it completely straight — just another element in its realistic scenario.
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The Evil Sorcerer by Gren Remoz [Comp01]

IFDB page: The Evil Sorcerer
Final placement: 20th place (of 51) in the 2001 Interactive Fiction Competition

It’s a little ominous when a game has multiple errors in its first paragraph, and that’s exactly what happens in The Evil Sorcerer:

Well George, you've finally done it. You've drank so much you have no
idea where you are. It doesn't take much of a survey to realize you
are lying in some else's bed, in someone else's home.

“You’ve drank”? “Some else’s bed”? Obviously not the product of solid proofreading, these paragraphs warned me to be ready for the worst. What I found sometimes confirmed those expectations, but happily, sometimes fell short of them. (Or exceeded them, depending on how you look at it.) The Evil Sorcerer is a fairly routine adventure, in which the PC gets transported to a Magical Land, recruited to fight a Malign Presence, dispatched to collect a bunch of Enchanted Ingredients for an Occult Recipe, and finally finds himself in a Climactic Battle (which, in my play session anyway, turned out to be rather anticlimactic.)

Really, there’s nothing wrong with any of these elements, but without some freshening influence, a game composed of them can start to feel a little humdrum. There were hints here and there that things might turn out to be not quite what they seem, or that there might be a compelling twist or two in the plot, but as it turns out… nope. After my first 15 minutes with the game, I felt like I could already see the ending coming up Fifth Avenue, and when it arrived, it brought no surprise and little joy.

Compounding the game’s predictability was its bugginess. Mind you, compared to some comp games I’ve played, Evil Sorcerer‘s implementation was rather solid, but there were definitely areas where it stumbled. For one thing, the first paragraph wasn’t the only place where the prose was error-prone. Many of the writing errors were simply typos, but grammar problems were present too, including the NASTY FOUL IT’S/ITS ERROR. That last one always gets my inner grammarian up in arms. Mistakes weren’t everywhere, but they were still far too common.

Alongside the hampered prose were a few of programming problems, including one doozy of a crash, which brought down the whole interpreter. Besides these categories, there were a number of outright logic errors, resulting in nonsensical output. For example, the PC would suddenly gain a piece of knowledge with no apparent explanation for having acquired it. Sometimes object descriptions would offer information that the PC couldn’t possibly have (like what’s on each side of a coin, even though the coin has never been picked up). And perhaps my favorite one of all, the PC finds a coin and when he asks an NPC about it, she replies:

"My people's currency. One marc is worth 216 arc. One armarc is worth
about 216 marc. The arc is worth about $3.33 US."

So… there’s an exchange rate? You had to use a special potion and cast a little spell to take just one person to this wacky homeland, and yet you’re still able to take your arcs to the bank and change them for dollars?

Somehow, the whole thing seemed to be the product of some fairly surface thinking. As a result, I never felt particularly immersed in the game. It’s not that it was terribly offensive or outright bad, but its various problems and its by-the-numbers nature kept me at arm’s length. Given that these were more or less the exact criticisms leveled at my first game, I understand very well how they can happen, and I’m optimistic that the author’s next work can build on this game’s strengths while addressing its weaknesses.

Rating: 5.3

About my 2001 IF Competition Reviews

In 2001, I entered the IF Competition for the first time since 1996. My entry, Earth And Sky, was inspired by the Marvel comics I’ve loved since age six, and was entered under the Marvelicious pseudonym “Lee Kirby”. The previous year, I’d written a long and very heavy non-competition game called LASH: Local Asynchronous Satellite Hookup, which was partly about the antebellum South of the U.S., and had me reading many a slave narrative for research. After that, I wanted to write something lighter and more fun, and I’d never yet played superhero IF that I found really satisfying, so I wanted to make some.

Earth And Sky was also intended as the first episode in a series of games, and I would end up entering the other two episodes into the Comp as well, but that’s a topic for a later time. The game took 8th place — oddly, the same exact ranking as my 1996 entry, Wearing The Claw. Of course, while I was writing these reviews, I didn’t know that, so as I had in 1996, I played the games partly with an eye toward checking out my competition as well as the competition.

Weirdly, this was also the first and only Comp where I didn’t review the winner, because I’d been a beta tester for it. Jon Ingold‘s excellent All Roads took the top prize that year, and I was happy to have contributed a little to it. It’s strange collecting the reviews now though, and knowing that this site won’t contain a review of the 2001 winner. (Well, not anytime soon anyway. Who knows, maybe I’ll come back around to reviewing it?) The other game I skipped was called Begegnung am Fluss, which I couldn’t play due to my total inability to read German.

I do have the ability to read English, much to the disadvantage of many 2001 games. My patience for terrible writing decreased steadily throughout the competition, and I didn’t really start with that much. At one point, I started fantasizing about getting points every time I spotted an error, which I imagined would award me a score of “524,000 points out of a possible 200, earning me the rank of Gibbering Grammarian.” The Gibbering Grammarian found himself giving lessons on things like the use of definite vs. indefinite articles, and creating a special label for what I called “NASTY FOUL IT’S/ITS ERRORS”. I was inspired by the Vile Zero Error From Hell, a particularly nasty way of crashing the Z-machine, since NFIEs tended to have the same effect on my brain and mood.

Similarly, I really turned into Mr. Cranky around implementation issues, and in particular non-standard development systems. Just as bad were the games that applied outmoded ideas to modern systems, as I’d really had it with mazes, inventory limits, and so forth. But despite my grumpiness and anxiety about my own game, I still found much to delight me in this year’s competition, and just as much to intrigue me and push my thoughts forward about the medium itself. As in 1996, I hardly minded losing to such stellar work.

One more thing: in the fall of 2001, the shadow of 9/11 loomed large. It was a bizarre time to be an American. One unfortunate game ran afoul of this circumstance by presenting a sympathetic portrayal of terrorists. Another year, I might have had a different reaction, but in October of 2001, it just didn’t work for me.

I posted my reviews for the 2001 IF Competition games on November 16, 2001.

Shade by Andrew Plotkin as Ampe R. Sand [Comp00]

IFDB page: Shade
Final placement: 10th place (of 53) in the 2000 Interactive Fiction Competition

Way back in 1996, I entered my own comp game. In his review of it, Andrew Plotkin talked about the fact that my game didn’t give any warning when the PC’s perceptions suddenly shifted. He said, “Maybe the author intended that effect, the world changing without any sensation of change — it’s certainly a disorienting effect when it really happens to you.” This was a very charitable interpretation on Zarf’s part; of course, it wasn’t intentional, but rather one of the many novice mistakes I made in that game and corrected in the later version based on that kind of feedback. Shade, however, does use this effect in a way that I’m quite sure is intentional, and is in fact quite masterful. It’s also rather difficult to discuss without spoilers. Let’s just say that sometimes things change absolutely without warning in this game, in fact more and more often as the game goes on. When it happened to me the first time, I wasn’t sure what to make of it — I thought perhaps it was a bug, or some kind of misguided idea of providing variety. As the game went on, I realized that every detail of it is quite deliberate, and all of it calculated to deliver maximum effect. The effect it had on me was very powerful indeed. Quite simply, it blew me away. Not only that, it’s one of those games that I wanted to restart right after I’d finished, just to try different things. When I did this, even more details came together in my head. Even now, little pieces are snapping together in my mind, and I’m getting flashes of realization about the meanings behind the meanings of so many of the game’s elements. Few parts of the IF experience are as startling or as pleasurable.

Also a pleasure is the unwavering standard of excellence set by the game’s writing and coding, especially the coding. The one-room setting is implemented brilliantly, shaping its descriptions based around what the PC is most likely to perceive first. For example, if you’re standing in the living room, the computer desk and other items on the living room floor are described first, followed by mentions of the kitchen nook and bathroom nook. If, however, you’re standing in the kitchen nook, the game will first mention the stove, fridge, and cupboard, then go on to talk about the desk and such. The mimesis achieved by this effect is remarkable, which makes it even more stunning when that mimesis is carefully, strategically bent, then broken. Even better, this kind of care has gone into pretty much every item in the game. They reveal themselves to you in ways that are not only character-appropriate, but which change to accommodate the PC’s changing situation. Shade is the kind of game that puts a ton of care into its coding, most of which the player will never notice, because the very purpose of that care is to make the experience seamless for the player no matter what order she does things in. I noticed, because I think about those kind of things, and because I played it twice. If you liked Shade the first time, play it again — you may be surprised at how well it wraps itself around your commands.

If you haven’t played it once, then for goodness’ sake stop reading this review and play it now. It’s a short game — in fact, there really is no plot to speak of, nor any puzzles. Actually, now that I think about it, Shade almost fits better into the category of IF Art (as exemplified by the entries in Marnie Parker’s periodic IF Art comps) than the category of IF game. Still, like the best art, it creates an electrifying, unforgettable experience. I have to admit that it’s an experience that shook me a little — Shade has several surprises up its sleeve, not all of them pleasant. But don’t let that dissuade you. Try this piece. I think it’ll knock you out — I know it did me.

Rating: 9.8

A Good Breakfast by Stuart Adair [Comp97]

IFDB page: A Good Breakfast
Final placement: 23rd place (of 34) in the 1997 Interactive Fiction Competition

This one was a tough decision. It’s a good game in many ways, but the version initially submitted for the competition has a serious bug which makes it unwinnable. The author submitted a fixed version in November, more than a month after the contest began, and moderator Kevin Wilson left it up to each judge to decide how to assign ratings in light of the situation. It’s a hard choice — obviously the author worked hard on the program, so perhaps it’s fair to allow him to correct such a gross mistake so that the entire game would be available for review. On the other hand, the contest did have a deadline, so is it fair to allow authors to evade that deadline, especially if the decision is made based on the enormity of the flaw in the original submitted game? As I understand it, the bug was not due to any error on Kevin’s part, but rather to authorial oversight: can it be ignored?

I gave it some serious thought, and my decision was: no. The deadline is part of the challenge: you must submit the best current version of your game as of the deadline, and the judges will make their decisions based on the version you submit on that day. “The best current version” means completed, proofed, and playtested (and played through at least once to make sure it’s winnable, thank you.) Wearing the Claw was thoroughly tested and debugged last year before I entered it, and even then the competition release had a major problem which I would dearly love to have fixed. But I didn’t even ask, because it was after the deadline, and I felt that it would have been cheating to ask that a fixed version of my game be judged when everyone else’s had to stand on its own merits as submitted. Consequently, I’ve decided to rate A Good Breakfast (hereafter called AGB) in the version that I downloaded, right along with all the other games, on October 9.

Even in the broken version, there’s a lot I liked about this game. The bug simply stops forward progress about 2/3 of the way through the game, so I did see a majority of it before being forced to quit. Basically, the premise of AGB is based around a simple, long time limit. You’ve just awoken, famished, after a long night of drunken revelry. You must comb through your demolished house and put together, as the game’s title suggests, a good breakfast. Eventually, if you don’t eat, you die. Now, a great deal of logic gets sacrificed along the way to this goal. Elements occur in the plot which are highly contrived and very obviously only there to drive the narrative. However, the situation is delivered with a great deal of panache, and some interesting side roads to explore on the way to finding that sought-after bowl of cereal. In addition, there are a couple of good puzzles to be found in the game.

Interestingly, aside from the serious, game-killing bug, the code wasn’t all that buggy. There was a television that wasn’t implemented properly, but there was also a much more complicated computer and robot which were bug-free (as far as I could tell, anyway). The author seems to have some proficiency in Inform, so I’m betting that the game didn’t go through much beta testing. Once it does, it will be an enjoyable way to spend a couple of hours.

Prose: The prose is one of the better features of this game. It’s generally judiciously chosen, and often quite funny. AGB memorably captures the feeling of waking up in one’s house after a wild party has occurred there, from the TV set festooned with silly string to the strange inability to find one’s clothes. Suzy the robot is sufficiently endearing, and the computer exaggerated to the right point for laughs. The game’s prose has a distinctly British flavor (more so than many other games submitted by UK residents) which also adds to its charm.

Plot: AGB uses the typical, simple adventure plot of constructing a desired object from various widely scattered parts. The post-party setting provides just barely enough plausibility for this scattering, and adds a touch of absurdity that makes questions of plausibility seem less important anyway. Of course, I didn’t reach the end of the game, so I can’t report on the plot in its entirety, but from what I saw, the plot (like those of many competition games) was very simple and served its purpose more than adequately.

Puzzles: On the whole, the game does a very nice job of blending its puzzles with the main narrative flow, allowing them to naturally arise from the setting and situation. Examples of this are the dirty bowl and the high shelf. Other puzzles, like Suzy’s game of “onny-offy”, are more arbitrary, but still quite forgivable. Then there are puzzles which seem quite gratuitous, adding a layer of pure contrivance to the plot, and which probably would have been better left out or redesigned (I’m thinking here of the milk puzzle). On balance, the majority of the game’s puzzles are well-designed and competently implemented.

Technical (writing): I found no technical errors in the writing.

Technical (coding): As I mentioned above, the game’s major downfall is that it has a bug so serious that it prevents players from being able to progress past about 2/3 of the way through the game. The author has obviously already caught this bug, and so it shouldn’t be a problem in future versions of AGB. Beyond that, there are definitely some bugs in the game, but in proportion to the game’s size they are few in number.

OVERALL: A 5.3

Travels In The Land Of Erden by Laura A. Knauth [Comp97]

IFDB page: Travels in the Land of Erden
Final placement: 14th place (of 34) in the 1997 Interactive Fiction Competition

Erden is a sprawling, ambitious game which probably does not belong in the competition. This isn’t to imply that the game is without merit; on the contrary, it seems to have the potential to become an enjoyable fantasy excursion. However, the game is huge — I played for two hours and I didn’t even visit every location, let alone solve many puzzles. Moreover, Erden could use another few rounds of testing; I found several coding bugs and a plethora of grammar and spelling errors. In my opinion, the best thing that could happen to this game is thorough testing and proofing, then release in the spring of 1998, when we’ve all recovered from our competition hangover and hunger for substantial new adventures.

I can see why there’s a temptation to submit longer games to the competition. For one thing, there seems to be ongoing debate about the meaning of the “two-hour” rule: is it that your game can be any size but will simply be judged after two hours of play, or does it mean that your game should be winnable in two hours? And if it’s the latter, what do we mean with an imprecise term like “winnable?” Hell, with a walkthrough and a good headwind even Curses is winnable in two hours — that doesn’t make it a two hour game! Then also there’s the fact that historically, the games that have won or placed high in the competition (Weather, Sherbet, Delusions… the list goes on) have strained or outright flouted the two-hour convention. According to Whizzard, the idea behind the rule is to prevent new authors from having to be intimidated by the prospect of going up against a Jigsaw or Christminster, an epic game with a huge scope, and I think that this rule still has value, despite the beating it’s taken over the years. I tend to be of the opinion that the ideal size for a competition game is something that I (an experienced IF player, but no great shakes as a puzzle solver) can see 90-100% of in a two-hour sitting. I designed Wearing the Claw this way, and I appreciate competition games that do the same. However, the way it’s worked out in practice is that the large-scope games still slip in — perhaps not epics, but much more than vignettes, and they often succeed. And perhaps that’s for the best; after all, in a competition like this one (where the works are labors of love and the financial stakes are rather low) it’s better to have fewer rules and more flexibility, thus to encourage more entrants.

Still, what Erden demonstrates is that there is another advantage of keeping your competition entry small: focus. I don’t have an accurate idea of how big Erden is (since I didn’t see the whole thing, probably not even half of it, in my two hours), but it seems to me that if the author had concentrated her energies on a game perhaps a quarter of the size of this one, she would have had time for much more extensive proofing and beta-testing, and the result might have been a tight, polished gem rather than the rough and gangly work she submitted. In addition, she’d have had the opportunity to implement a taut and crystalline design structure, which is beneficial to any game writer. I think that after serious and detailed revision, Erden could be a fantasy odyssey on a par with Path To Fortune; at the moment, however, it is neither that nor a particularly thrilling competition entry.

Prose: The prose in Erden is often awkward, and can be difficult to read. Misplaced modifiers, unmarked appositives, and endless strings of prepositional phrases abound. The author also seems to have a particular dislike for commas, stringing clause after clause breathlessly together. I often reached the end of a sentence and found myself wondering how it had started. There are times in which this turgid prose style makes for some nice effects, as it gives a baroque feel to some of the game’s ornate artifacts. Other times, it’s just confusing. Overall, Erden could be made a much more evocative game with the help of some serious editing.

Plot: One interesting aspect of Erden‘s plot is that it feels much more “in medias res” than most interactive fiction. You enter the mysterious fantasy land after the dragon has already been vanquished. Of course, there are other quests to be undertaken, but the absence of the dragon helps to give the milieu a satisfying sense of history. That being said, I’m not sure that I gleaned much more about the plot. Certainly the retrieval of a mystical ruby is your main goal, and several subquests pop up along the way, some of which I didn’t even begin before my two hours ran out. However, what the meaning of the ruby is, or whether the plot offers any twists, turns, or even character development of any kind is still opaque to me.

Puzzles: I spent enough time traversing the land that I’m not sure I even encountered any puzzles. There’s apparently a lantern to be obtained, but the parameters of doing so were so broad that I have no idea how long it would have taken to succeed. I collected several objects whose use was not immediately apparent, but I’m not sure if they ever come in handy or not. There was one area of the game that seemed pretty clearly to hide a gateway to underground caverns, but once I thought I had found the answer to opening the gate, the parser was stubbornly unresponsive to my ideas. So I have no idea whether what I was seeing was an unsolved puzzle or a red herring. What’s more, the game lacked a scoring system so I wasn’t ever sure when I had done something important, but let me put it this way: I didn’t feel like I had done anything clever. Because of all this, I can’t venture much of an opinion about the puzzles in the game.

Technical (writing): There were dozens of writing errors in the game. Beyond the awkward, overloaded prose there were any number of misspellings and misplaced modifiers.

Technical (coding): Erden suffered from many niggling coding errors, especially missing or added new_lines. Some important scenery objects are missing (for example, the game describes huge hieroglyphics carved into a cliffside, the examination of which returns “You can’t see any such thing.”). Like the writing, the coding would benefit from an attentive overhaul.

OVERALL: A 6.3

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.

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.

Introducing >INVENTORY

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.

Opening screen of Andrew Plotkin's A Change In The Weather
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.