WackyComp reviews [misc]

[I posted this in April of 1999, and it pretty much explains itself. I will note, though, that I was partly wrong in my conjecture of who wrote the games. Lelah Conrad was indeed one of the authors, submitting Knot To Be Undone as “Jess Kiddon”. The other author was Stephen Griffiths, who wrote Skipping Breakfast as “Dunnin Haste”.]

Last year, Lucian Smith had this idea. He thought it would be cool to have a “mini-comp”, where a bunch of people wrote games based on the same initial premise. There would be no prizes, but there would be voting, and rankings. So he announced his idea (actually, in the announcement, he attributes the idea to “someone on the ifMUD“, but in the absence of that anonymous genius, I’m giving Lucian the credit) on rec.arts.int-fiction, and generated quite a bit of enthusiasm.

Unfortunately, when he announced the premise and the rules around it, they were so amazingly specific, picky, and difficult to achieve, that he only ended up getting four entries, some of those after his deadline. If the voting or the rankings ever happened, I never saw it. He tried to scale back expectations by announcing a “micro-comp” (“Submit one or two scenes from a mini-comp entry!”), but by then it was too late: apparently the contingent of possible entrants wanted their mini-comps to really be mini. The main result of Lucian’s backpedaling was to produce a proliferation of goofy “meta-comp” ideas, each of which seemed to somehow incorporate all the others that preceded it.

Into this morass waded Adam Cadre, who had a simpler idea: write a short game that involves, in some way, a chicken crossing a road. It was dubbed the Chicken Comp, and it was a big success, garnering 19 entries, most of which were good, and many of which were wonderfully, hilariously funny. I still crack up anytime I recall Rob Noyes’ The Lesson of the Chicken, with its memorable piece of monologue, “Ah, Wang Chung. Everybody will have fun tonight.” The chicken-comp games were the highlight of the summer, and set the stage nicely for the established IF comp in the fall. There was still no official competition between the games except, as Cadre put it, the inevitable “discussion of which ones r001 and which suck.”

So along comes spring 99, and suddenly mini-comps are popping up like mushrooms. There was the Xcomp, for paranormal games, the I-Comp, for games without an inventory, and even the execrable Roadkill Comp, for games that involve dead animals. Most of the spring mini-comps garnered responses which made Lucian’s mini-comp look swamped in comparison, and David Glasser’s WackyComp was no exception. The WackyComp stipulated short games, each based on one of a list of quasi-aphorisms. The list’s contents don’t matter, because there were only two games submitted, both ALAN entries that based themselves on the first choice: “No knot unties itself.” I’ve tended mainly to review competition games, not spending much time on mini-comps, but the author of one of the WackyComp games asked me to take a look at the two entrants and provide a little feedback, so here it is:

The shorter of the two entries is by “Jess Kiddon” (another of the WackyComp’s conditions was that its authors don’t use their real names on their submissions), titled Knot to be Undone. The title is one of the game’s many puns on the word “knot.” This is not to suggest that the game is a huge mass of puns — it’s not a huge mass of anything. I’d be shocked if anyone spent more than 10 minutes solving this game. There is virtually nothing to do except for the actions to win the game.

You play Weava Knottersdaughter, professional knotter, though really what this means is that you’re a professional detangler — the “knot shop” where you work offers a knot-untying service. Anyway, in walks “the Body Adventura”, a stock adventurer type whose cryptic name, as far as I can determine, is a really strained pun on the name of Minnesota’s governor. He’s gotten himself stuck in a knot and your job is to untangle him, or better yet keep him entangled and somehow become the Body Adventura yourself. Luckily, this is no trouble, and then the game ends. That’s it. This is about as “mini” as a game can get, and still be considered interactive fiction. For what it is, it’s fine, but rather unsatisfying, kind of like eating just one potato chip.

A rather more substantial entry is Skipping Breakfast, by “Dunnin Haste.” In this game you’re a rabbit (though this is not immediately clear unless you examine yourself), who is tied to a tree and about to become a wolf’s breakfast. The wolf is off gathering more wood for the campfire over which he plans to cook you, so now’s the time to make your escape. Unfortunately, there’s the small matter of the knotted rope which binds you to the tree — you can’t untie it, and it won’t untie itself. Or will it?

This game’s puzzles are fun and rather clever, despite the fact that there’s a bit of “guess-the-noun”, and that the conversation syntax is sometimes too restrictive. The writing is charming, and the nature of the puzzles is quite well-integrated with the game’s fairy-tale atmosphere. Though it’s not quite as bare-bones as Knot, Breakfast is still a very brief game, with three points to be scored, relatively few objects, and only one location. That’s OK, though. It was fun while it lasted.

Both games are written and coded pretty well — I found neither bugs nor spelling/grammar errors in either one, though in both there was a real paucity of synonyms. Moreover, they both adhere faithfully to the concept behind the WackyComp, and work creatively within its confines. Neither succumbs to cliché, and both were fun. My main complaint is that each one (though Knot more than Breakfast) is over almost before it begins, but I suppose that’s the nature of mini-comps. Perhaps these tiny games could become preludes to fuller versions — I wouldn’t mind playing the sequel to either.

It’s also nice to see the ALAN language gaining some devotees, and perhaps one of these authors (whose identities are pretty clear from their choice of language and their postings before the WackyComp — nice job Mikko and Lelah) will be the one to write a major game which really shows off the language’s capabilities. It seems to be the pattern that IF languages only gain a significant following once a really well-done game has been completed in the language, like Inform‘s Curses or TADSUnnkulia series. Now that’s a knot that won’t untie itself, but the nimble fingers of the WackyComp authors may be just the ones to unravel it.

To Otherwhere And Back by Greg Ewing [Comp01]

IFDB page: To Otherwhere And Back
Final placement: 28th place (of 51) in the 2001 Interactive Fiction Competition

For the past several years, the IF community has created a variety of “mini-comps” in the Spring of each year, competitions where the games are instructed to stick to a particular concept. These concepts can range from a required image like “a chicken crossing a road”, to the inclusion of a particular element (romance, dinosaurs, the supernatural), to a stipulation about the game structure itself (include the verb “use”, disallow the player from having any inventory.) Furthermore, for as long as there have been Spring mini-comps, they have had an effect on the Fall “maxi-comp,” because inevitably some author has a great idea that fits with the mini-comp, but doesn’t manage to finish by the Spring deadline, so instead polishes the game further and enters it in the Fall comp.

This spillover effect has given us such past treats as Downtown Tokyo. Present Day., and Yes, Another Game With A Dragon!, and now To Otherwhere and Back, a game originally intended for Emily Short’s Walkthrough-comp. The concept behind this particular mini-comp was that entrants had to produce games (or transcripts) that conformed to a particular walkthrough; as a further twist, this walkthrough was in the form of an unpunctuated telegram, containing strings of commands like “TAKE NEXT TURN SMOOTH DUCK DOWN” and “LOOK UP DRESS BOOK SHIP PACKAGE PRESENT BOWL”, which could be broken up in any number of clever ways.

To Otherwhere and Back meets the challenge ably, and in doing so, emphasizes an underrated IF technique: cueing. What we learn from games like this is that IF can prompt even quite unusual input from the player, as long as the setup has been executed with skill and the cue delivered fairly clearly. For example, in order to get me to type the first command from the walkthrough, the game presented me with this situation:

The screen of the debugging terminal is covered with code and
variable dumps. You stare at it with bleary eyes, trying to find the
last, elusive bug that you've been chasing for the last 37 hours
straight. You're so tired, you're having to make a conscious effort
to think.

That first command was, of course, “THINK.” That’s not something I’d usually type in at an IF prompt, because most games just give a canned answer to it, if they give any answer at all. This piece of text, though, was enough to cue me that in this situation, that command might produce something useful, and indeed it does. It’s not that good cueing leads the player by the nose — in fact, the first thing I typed after reading the text above was “DEBUG”, which actually put me into the game’s debugging mode, hilariously enough. But after that didn’t work, I looked at the text again, and was able to discern the right move without looking at the walkthrough. This sort of dynamic is the essence of good cueing, and TOAB does it over and over again. Of course, what’s also true is that Alan‘s heavily restricted parser and the shallowly implemented game world had me looking to cues quite a lot, but in this game that paucity of options was quite appropriate.

What TOAB doesn’t quite manage, though, is to construct a coherent plot. Granted, hewing to a deliberately challenging premise while telling a story that makes sense is quite a tall order — most of the entrants into the walkthrough-comp either came up with some arbitrary reason why those words would be strung together (as in Adam Cadre‘s hilarious Jigsaw 2), or relied heavily on the dream/surrealism/hallucination device to justify the necessary contortions. TOAB pursues the latter option, and its story ends up feeling more than a little arbitrary as a result.

Still, the game applies itself to the walkthrough’s odder moments in some very clever ways, and provides some good laughs, such as the Polish phrasebook that “contains translations of many phrases useful to a traveller in Poland, such as ‘Please develop this film’, ‘How much is the sausage?’, and ‘Am I under arrest?'”. Overall, I enjoyed TOAB, and while the fiction element of it wasn’t so great, its interactivity techniques got me thinking. That’s not a bad track record for a comp game, no matter what comp it might belong to.

Rating: 7.1