Coloratura by Lynnea Glasser [XYZZY]

[I was invited to review the games nominated for Best Individual PC in the 2013 XYZZY Awards. As it turned out, there was only one game nominated.]

Lynnea Glasser’s Coloratura has made XYZZY Award history. It is the first nominee ever to win its category before the second round of voting, by being the sole nominee in its category, Best Individual PC. Mind you, it isn’t the sole 2013 game that qualified for the category — obviously, the other games had player characters. It’s just that Coloratura‘s PC is so good that no other game from the year could muster more than a single vote to compete with it. It was the overwhelming choice, and for good reason. It’s great.

So what’s so great about it? Well, for one thing, the Aqueosity has an unusual point of view, as you might guess from its name. It is essentially an alien life form, and the game does a wonderful job of making it clear just how alien indeed. Now, non-human PCs are nothing new in IF. The trick goes back at least to Miron Schmidt’s 1996 game Ralph (in which the PC is a dog), and probably earlier than that. You can find a whole list of such games at IFDB.

What’s special about the Aqueosity is that not only is it non-human, it is wholly original to this game. In games where you play something like a dog, or a vampire, or an elf, sure the POV is inhuman, but it is still familiar — we’ve got a pre-existing rubric within which to understand it. The Aqueosity is a monster (though of course it doesn’t see itself as such), but it’s like no monster we’ve ever seen before — its closest archetype I can think of is The Blob, and even that isn’t very close at all. So from the first moment of the game, we must struggle to understand just what it is we’re dealing with on a fundamental level. That’s a time-honored tradition in written SF, but it’s used to particularly powerful effect here in the interactive context, where we must not only learn to understand the Aqueosity, we must learn to be the Aqueosity.

This process involves figuring out just what the creature can do, and here we come to another of Coloratura‘s strengths: the expanded capabilities of its PC. It’s always fun to play a character who can influence the world in unusual ways, whether by magic or gizmos or superpowers or whatever, and even more fun when those abilities unlock gradually over the course of the game. Coloratura does a masterful job of uniting character discovery with power discovery, so that learning more about the Aqueosity’s skills and traits lets us comprehend the character better, and vice versa.

The fact that the game curtails some very standard IF tropes (“INVENTORY” gets the response, “This body cannot carry things.”) forces players almost immediately to begin trying to explore more unfamiliar concepts for affecting the environment. Doing so starts uncovering some capacities we’re not used to having in IF, the first of which is probably the most shocking: the PC can kill with a thought. (If in fact “thought” is the right word for whatever goes on when the Aqueosity severs a human’s ties with “the physical.”) As Glasser points out in her author’s notes, having this mass murder occur at the beginning of the game, as a necessary component of progressing, highlights not only the PC’s inhuman capabilities but also its utter remove from human concepts of morality.

The gelatinous PC can also travel through very small spaces, which opens up travel capabilities beyond those of the humans inhabiting the ship. It seems to be highly acidic as well, at least in reaction with some substances… including human flesh. I could never quite suss out what things it would melt and what things it wouldn’t, but in any case its Aqueous acidity is crucial not only to certain puzzle solutions but also to the sense of horror in the story, as the Aqueosity physically disfigures objects and people.

The creep factor increases further when we find that the PC is capable not just of physical influence, but mental influence as well. The game does a lovely job of introducing the “COLOR” verb at an opportune time, and in doing so unfolds the PC in a whole new dimension. At the same time, the power is so perfectly in tune with the game’s theme and milieu (not to mention its title, which gave a very satisfying click at this disclosure) that it feels completely natural and inevitable. Of course the Aqueosity can not only hear the colors of emotion, it can sing them too, and of course that singing would influence the beings nearby. Glasser wisely (and unavoidably) prevents this power from working in most instances, but seeing the list of colors made me feel possibilities gleefully expanding, and I loved solving the puzzles that hinge on this ability.

I can’t speak of puzzles without mentioning the meat monster, which won another of Coloratura‘s bouquet of awards, for Best Individual Puzzle. This is a beautiful puzzle in lots of ways, but I’ll try to confine myself to those relating to my category. First, the cueing is just fantastic, introducing the PC’s penultimate superpower ever so smoothly:

Colder Room
The madness in this room is soul-wrenching. How the Blind Ones could live with this atrocity is unfathomable. Fleshy chunks of the formerly-alive sit in frozen stacks, trapped in disunity. Your own situation is frustrating, but this is a true, horrific travesty. You need to help this, heal this, fix this: you can't idle while such suffering exists.

>COLOR CHUNKS WHITE
The meat is too disjointed to color. It needs to be combined first.

>COMBINE CHUNKS
You smooth your body over the meat packages, physically and metaphysically conducting unity and understanding and cohesion. As you weave together the previously disparate notes, the black gives way to confusion, then curiosity, and then slowly to joy and happiness at its newfound Song. The Newsong greenly bubbles into gleeful thankfulness.

This is a textbook example of how to introduce new verbs without putting the player through a single moment of guess-the-verb frustration. I’d gotten here by exploiting a power I knew — crawling through small spaces — and when I then tried to use another power, the game gave me a stepladder to try something new, and rewarded me generously when I did so.

Even better, when I did struggle, the game was there to catch me. The meat monster puzzle introduces the PC’s final power, that of controlling other beings. This power is crucial for the final act of the game, and the logic that invokes it here is flawless. However, although the game tried to give me a similar cue (“…it only continues to beg you for help. It striates insitence [sic] that you take control, that you fix everything.”), I failed to catch on. Rather than letting me flounder for too long, the game finally just taught me what it wanted me to do:

In a desperate act of submission, the Newsong binds its aura to yours, giving you complete control of its mind and body. You surprise at the bond: your bodies remain divorced, but your minds move in perfect synch. You tug curiously at its simplistic flesh-structures, feeling the creature’s immense weight. You can make it do whatever you want.

As it had done many times before, Coloratura gave me a thrill by opening yet another capability of the PC, and it did so without a trace of contrivance, as the act of a newborn fighting for its life.

A newborn. The Aqueosity’s utter horror and revulsion at the concept of a freezer full of meat, and the way it experiences that environment (“Fleshy chunks of the formerly-alive sit in frozen stacks, trapped in disunity”) brilliantly puts our sympathies on its side, and against our own kind. The joy and gratitude it hears in the Newsong’s voice put the monstrous PC into the role of loving mother, and yet we can also understand perfectly, superimposed upon this picture, the utter shock and horror of the humans aboard the ship, as an inexplicably animate mass of meat suddenly bursts out of the freezer and into the kitchen.

Coloratura makes that kind of move over and over, to enormous effect. It’s my favorite aspect of the game, and it couldn’t be done without the finely crafted PC. See, there are some things IF is great at conveying — special perspectives and special powers are among those. You know what IF is not very good at conveying, though? Dramatic irony. When the audience controls the character, it’s very difficult to pull off an effect where the character knows less than the audience. When we watch Hamlet stab the arras behind which Polonius is hiding, we too feel the stab of tragedy at his unwitting accident. But if Hamlet were an IF PC, how would the author achieve this effect? She could hide the knowledge of Polonius’ location from the PC, but doing so would drain Hamlet’s action of dramatic irony. She could allow the stabbing not to occur, but that would derail the entire plot. Or she could eliminate interactivity around that moment, in which case we’re pretty much back to watching a play.

I’ve never seen a game solve this puzzle, but Coloratura takes an ingenious route to get there. By creating a character which is both horrifying and sympathetic, and making that character our viewpoint onto an otherwise stock and familiar human environment, the game manages to give us more knowledge than the PC, so that we can understand its actions, necessary for its own survival, in the context of the deaths, maimings, and mind control it inflicts on the human crew. That crew is shown to be scientists, not villains of any kind, and so they have our sympathy too, not to mention the built-in sympathy they get by sharing our DNA. Thus we can feel the full tragedy of unwitting destruction as the story unfolds. That is the most impressive artistry of all in this very, very impressive game.

Thoughts on the 2015 Interactive Fiction Competition [Comp15]

[I originally published this over on my main blog, >SUPERVERBOSE, before >INVENTORY existed. In the spirit of getting all my IF stuff in one place, I’m republishing it here.]

The Interactive Fiction Competition (IFComp) started in 1995, and for its first ten years, I was a very active participant. I entered the comp 4 different times (1996, 2001, 2002, 2004) and wrote hundreds of reviews. I reviewed pretty much every game submitted to the comp from 1996-2004, with a few scattered exceptions (stuff I’d tested, languages I don’t speak, troll games, etc.)

Then, for the next 10 years, I didn’t vote in the comp at all. Not coincidentally, my son Dante was born in 2005. Once that happened, the time I used to set aside for IF got drastically curtailed, and I pretty much slipped into frozen caveman state. I’ve dipped my toe in a few times, writing reviews of various comp games that were nominated for various XYZZY Awards, but for the most part I’ve remained quite disconnected from the IFComp at large.

As Dante gets older, though, he becomes more independent and my time opens up again. So this year I decided to take a shot at reviewing some IFComp games. However, I discovered rather quickly that the IFComp of today is drastically different from the one I left behind in 2005.

I followed my usual comp reviewing method, which is to let some program dial up a random order and play through the games it selects. My time is still a lot more limited than it used to be, so out of 53 games, I ended up playing 9. Of those 9, the composition was thus:

By way of contrast, of the 33 games I reviewed in 2004, 2 were homebrew and the rest were parser-driven. None were CYOA. The 2015 comp, in my experience, has a completely different quality than the 1995-2004 comps had. The definition of “interactive fiction” has opened wide, wide enough to admit even so-called games whose idea of interactivity is basically “click here to turn the page.”

Logo for the 2015 IF Comp

Now, at this point I should make a couple of things clear. First, I understand that non-parser IF games participated in the first 10 years of the comp. A CYOA game called Desert Heat comes to mind, which at the time seemed like a surprising experiment. Those comps had their share of minimally interactive games too, most of which were roundly panned. There was Ian Finley’s Life On Beal Street, whose interactivity was pretty much “Would you like to read the next paragraph? (Y/N)”. There was Harry Hardjono’s Human Resources Stories, a fake job-interview quiz from somebody who was clearly really angry at employers. There was the infamous (to me) A Moment Of Hope, which pretty much totally ignored whatever you’d type in many scenes, just steamrolling on with whatever story it wanted to tell. Heck, even Photopia, one of the most acclaimed comp games of all time, drew its share of criticism for a perceived lack of interactivity.

So yeah, I get that 1995-2004 wasn’t some kind of perfect golden age where every game was a great IF experience (though I hasten to say that Photopia is a really, really great IF experience). Anyway, trust me when I say that I remember the bad times. The second thing I should make clear is that I enjoy CYOA well enough for what it is. It’s a neat little narrative trick. I had a good time with CYOA books as a kid, and can still have a ball with a well-written CYOA work. But stacked up against full-blown parser games which offer a constant sense of openness and possibility, multiple-choice is just pretty boring by comparison. I find myself so indifferent about the choices presented that I just roll a die to pick one, so that I can get on to the next bit of story.

So I reacted with dismay at the suddenly flipped proportions of the comp’s 2015 games, at least as presented to me in random order. Where in 2000 “Desert Heat” was an odd curiosity, here it was the parser game that was the outlier! I felt like I’d come to a film festival, but that in most of the theaters, I’d instead be handed a coffee table book. I mean, coffee table books are cool. Some of them are spectacular! But for me they’re not as much fun as movies, and it’s a bit of a disappointment to get one instead of a movie.

I rated the comp games the way I always do: based on how much I enjoyed the experience. And the fact is, I don’t enjoy CYOA games as much as parser games, so even the ones I liked a lot could only get an 8 or so. Also, unlike parser games, CYOA games are extremely difficult to transcript while they’re happening, which really drains my ability and inclination to review them. So I won’t review them, but I will provide the list of responses I wrote while playing. CYOA and lists, a match made in heaven! (Fair warning that those lists may contain spoilers — I wasn’t trying to be careful about that.)

Here then, for whatever they may be worth, my “reviews” of 9 2015 IFComp games:

I THINK THE WAVES ARE WATCHING ME by Bob McCabe

I downloaded this Windows executable, and despite my trepidation about running .exe files from unknown people on my machine, I ran it, hoping that the IFComp gods had ruled out any viruses. I got a DOS-looking window, with some DOS-looking text:

I Think The Waves Are Watching Me.
By Bob McCabe.

Build: 106

(G)etting Started.
(P)lay the Game.
(S)ecrets I've unlocked.
(C)redits/Thanks.

Then I typed “g”. Then “G”. Then “P”. Nothing happened, any of these times. I typed “Play the game”. I typed “Help”. I typed “Helloooooooooo?”. Each time, after hitting enter, my words disappeared, with no other effect. Then I closed the window.

I guess this isn’t really a review, but it does explain why I gave the game a 1.

Rating: 1.0

SWITCHEROO by Mark C. Marino & family

  • Engaging, appealing, well-implemented. Smooth and beautiful.
  • Surprisingly a combat card game is an alternative to the story?
  • Some weirdness: “Born a slave on a plantation, Jazmine became a hero when she escaped through the Underground Railroad to a Midwestern whistle-stop town. Later, she was railroaded into selling her story to a motion picture company who fast-tracked the film into theaters. Ironically, she would become an R&B legend best known for her performances on a popular dance show with a train theme.” So she lived how long?
  • Funny: “Shazbot! You use the Electric Slidekick!” Lots of great humor — take-off on Percy Jackson with dentistry substituted. “Lightning teeth”.
  • Interesting — not sure how the math is working, but the card game feels like it’s a bit slanted to prevent the player from losing.
  • Once the story begins, much of the interactivity starts to consist of “show the next part”
  • Whoa – wheelchair boy into able girl.
  • Scale of girly fictional types – Hermione, Dorothy, Little Prince
  • Possibly adopted by “Mr. and Mrs. Sheephead.” Upon clicking mention of California Sheephead: “Ah, I’m glad you were curious. The California Sheephead is a salt water fish, found off the coast of California. It has the unusual property of all the fish being born female and then, given certain circumstances, like when she gets sick of all the long lines at bathrooms, changing into a male.”
  • Mostly writing is smooth. Found first error after about 15 mins: “They were amazed at how much Denise could eat at the burger place after their just a short adventure.”
  • Doll in wheelchair. Moving. “The only word he could think of was: home”.
  • Ending choice, also moving.
  • I wish there was a way to “undo”

Rating: 7.7

NOWHERE NEAR SINGLE by kaleidofish

  • “Because the only way to show you’re serious about someone is to only be with them,” Sarai says sarcastically. [Hmmm.]
  • You’d rather be homeless than have awkwardness in your relationship? You must live somewhere warm. And safe.
  • “Hey, Jerri…” Sarai starts. “Since you don’t have a bed, you can sleep on my side of the bed. I’ll take the couch.” [I thought I had my own room. Wish there was scrollback on this. Oh hey, the back button. That’ll work. So yeah, “Her apartment has two bedrooms. You have yours to yourself.” I have a bedroom but no bed? And Sarai is offering to put me in bed with Nayeli? That is awkward.]
  • It must have taken some stamina to make up 100 fake pop girl star names.
  • From kiss on the forehead to Jerri saying “Yeah. I keep thinking that any day now they’ll finalize what image they want to have, but I think there’s been some setbacks.” Feels like a page is missing.
  • “You heat up leftovers from the fridge and go to your room. Yeah, the one with the wooden floor and no furniture.” [That explanation would have been helpful earlier.]
  • “Tonight’s aout you and me, and no one else.” [Typo]
  • “A large screen television sits on top of dark mohagony drawers.” [Another. Writing is pretty spot-on, but not flawless.]
  • Oh, nice effect on revising the words of advice to gay youth.
  • It never seems to occur to camgirl to just get a regular job.

Rating: 7.4

ONAAR by Robert DeFord

I have to admit, at this point I was pretty excited just to not be picking from a menu for my interactivity. That context probably improved my reaction to Onaar over how I might have rated it in a previous comp. However, it’s also true that Onaar is pretty fun at the beginning. The story starts fast-paced, with the PC needing to escape impending danger. A few commands and a cutscene later, and you’re into a whole different environment. From there it’s the usual challenge of exploring the landscape and figuring out the plot. Sadly for me, these fun activities were accompanied by a couple of less fun activities: managing a hunger timer and a decreasing health timer. The latter of these was caused by a poison bite, but it was also less bothersome, as the antidote can be found and the timer stopped. The hunger thing, on the other hand, is a peeve of mine in IF games unless it’s serving some very interesting purpose. No such purpose is to be found in Onaar — it’s just the usual inconvenience which doesn’t engage the mind or enrich the story. Oh well, at least there’s no sleep timer.

I would soon discover that the mechanical aspects of the game are by far its dominant theme, well ahead of anything like story or puzzles. My first clue was in the PC’s self-narration:

As you stand on the sand dripping wet, you remember Father Marrow’s advice to become an apprentice alchemist. “Well Father,” you say under your breath. “It looks like I’m not off to a good start, but I can at least make it a little side quest to report those marauders to the authorities when I get to someplace civilized.”

“I can at least make it a little side quest?” Does the PC know he’s in a game? As it turns out, yes, but not in any kind of interrogative postmodern way — rather just a casual consciousness, as if this is how everyone naturally approaches reality. In Onaar, it really is how everybody approaches reality, as a passing traveler revealed when giving advice:

“Say, you don’t look so good. I’ll bet you have at least one malady. You really ought to be checking your stats more often. Those maladies will kill you if you don’t treat them in time.”

“You really ought to be checking your stats more often?” I found this very jarring, and rather unusual. Generally in IF, the mathy aspects of the simulation are pushed well under the surface, revealed only in the tone and urgency of messages, e.g. “You’re starting to feel faint from hunger.” Onaar is much closer to a CRPG experience in which various numerical stats (health, strength, mana, etc.) are right up front for the player to watch. This is fine too, but even in a typical RPG session (be it mediated by computers or people), there is an observed separation between what the players perceive and what the characters perceive. While all the stats, saving throws, and so forth are available to the player’s knowledge, from the character’s point of view it’s more or less “did I succeed at what I just tried?” Only in the land of parody would another character say something like, “Well, thanks to your Charisma stat of 17, you’ve convinced me of your point of view!” Or for that matter, “You really ought to be checking your stats more often.” Yet Onaar is completely straight-faced.

This kind of naked machinery is on display throughout the game. Various numerical stats are listed after objects, tasks list what stats are needed to perform them, and so forth. It’s weird, but I got used to it. Once the dramatic beginning was over, I found myself with a steep learning curve, figuring out all the intricate rules of this very intricate gameworld. That slowed the narrative pace down considerably, but eventually I got on track with what turned out to be a tutorial for the game’s primary mechanic of alchemy. That mechanic itself turns out to be quite involved, with requirements to gather ingredients from far and wide, take them through a number of magical steps, etc. The procedural quality of this ended up generating some drama in my playthrough as I was dealing with a (different, second) poison timer and only barely managed to synthesize the cure before my health ran out. For the most part, though, all these fiddly rules just made me tired. It’s obvious that an incredible amount of detail and care has gone into this game, and in fact it is an ideal game for somebody who really enjoys putting together complicated recipes from a detailed list of ingredients. The scales are weighted away from lateral thinking and emotional engagement, and towards grinding repetitive tasks. I’m not so much that kind of player, but I didn’t mind stepping into that mindset for a couple of hours, if for no other reason than even this CRPG routine still felt like so much richer an interactive experience than CYOA multiple choice. Of course, after those two hours I was nowhere close to finishing the game, and I doubt I’ll go back to it, but I appreciated being there as a reminder of how the comp used to feel.

Rating: 8.1

KANE COUNTY by Michael Sterling and Tina Orisney

  • “You tap on the break and hold the wheel straight.” – not an auspicious beginning
  • “Choose a class” – again, exposed game machinery
  • ARGH, back button restarts the game. Very reviewer unfriendly.
  • “On the other hand, if climb on top of a nearby hill” – then Tonto see you!
  • Some things strangely don’t lead to choices: ” There are three ways to get up it: follow a gravel wash, trace a well-worn track along an old, torn-down barb-wire fence, or go up directly and push through some junipers and shrubs.” but the only link is “Continue”. Oh, I see, the choice comes a bit later.
  • “You open the bottle and drink.” Why is this called interactive, again?
  • “but you might find some other use for it later on. Gain a Boat Part.” Oh, and uh, spoiler alert.
  • “This might be a good time to use one of your food items…” Not that I’m going to give you the option to do so.
  • “Look at the other area or chose a site.” 1, misspelling, and 2, this is one link that is presenting as two options.
  • “Make a fire – requires a digging tool” – why offer me an option you know I can’t pick?
  • CYOAs like this feel so arbitrary — you’re more or less choosing blind each time. And there’s no “undo”.

Rating: 4.9

LAID OFF FROM THE SYNESTHESIA FACTORY by Katherine Morayati

I was relieved and encouraged when I saw Katherine Morayati’s name. I had played some of Broken Legs and enjoyed it. So I kicked open that Glulx interpreter ready for some true text adventuring at last. Then I read the help info, because that’s how I roll, and saw this “About The Author” blurb:

Katherine Morayati is a music writer by day and by night and an interactive fiction person the rest of the time. She is the editor-in-chief of SPAG and the author of Broken Legs, which took second place in the 2009 Interactive Fiction Competition. This is nothing like that.

Slightly ominous, but I’m sure she just means it’s a totally different tone or genre or something. After all, she says clearly elsewhere in that help info, “Laid Off from the Synesthesia Factory is a work of parser interactive fiction.”

Except, after trying to “play” it, I figured out that no, it isn’t, either, and in fact the biggest difference between this and Broken Legs is that Broken Legs is an IF game, whereas this is more akin to a text generating machine that can sometimes be prodded to respond to various keywords, but is also quite happy to do its own thing no matter what you type. In fact, on my first playthrough, the PC ended up by a lake and I tried to type “swim”, except my fat fingers typed “seim” instead. Despite my nonsensical input, the game went ahead telling the story: “I decide he isn’t coming and head back to my car. With every mile marker I resolve to turn back, or turn off and find the nearest bar, or turn off and crash…”, so on and so forth, THE END. Seriously, “*** The End ***”. “Seim” was the final command of the game, causing it to spit out a bunch of final-ish text and stop. Next prompt I got was the old “Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command?” Undo, obviously. Except that the game replied: “The use of ‘undo’ is forbidden in this game.” Well then, I riposted, perhaps if you wish to disable “undo” in your game you ought not prompt me to type it in? Except, you know, far less calm and polite.

So, just as I was set up by the overall CYOA-ness of this comp to enjoy Onaar more than I might have, I was set up to be much more frustrated by Laid Off than I might have otherwise been. After that first, disastrous playthrough, I wrapped my head around the fact that this game is much more The Space Under The Window than Spider And Web. I tried again, this time just typing keywords and letting the game take me where it wanted. I enjoyed the experience a lot more that second time. The writing and overall concept of this game is a bit impenetrable, on purpose I think, but it still pulls off some lovely turns of phrase, articulating complex concepts: “What you are: A trim, functional paragon of a woman in lifelong battle with a disheveled unraveled omnidirectional grab of a girl.”; “What Brian is: deflatingly human when you’re with him, horribly beguiling when you’re not.” I’m grateful to have played it — I just wish it had been the spice to a better meal.

Rating: 6.3

TAGHAIRM by Chandler Groover

  • “Turn the page” style interactivity
  • Creepy. Creepy may not be a very tough emotional note to hit.
  • Oh ugh animal abuse.
  • Hm, timing matters. Throws off my randomizer. But then again my participation was pretty detached after the beginning.
  • All in all, pretty horrible. Felt like I was in a Milgram experiment.

Rating: 1.7

THE WAR OF THE WILLOWS by Adam Bredenberg

Running Python 3.4, I get a title card, 4 ominous seeming verses, and then this:

Traceback (most recent call last):
File "C:\Users\Paul\Dropbox\IF\IFComp2015\willows\PLAY.py", line 26, in
story.start()
File "./stories\ds_willows_1.py", line 1525, in start
game = intro()
File "./stories\ds_willows_1.py", line 82, in intro
raw_input()
NameError: name 'raw_input' is not defined

Oh well.

Rating: 1.0

THE MAN WHO KILLED TIME by Claudia Doppioslash

  • Oh dear. Another unpromising beginning, this time even before the game starts: “Notes: – English is not my first language. – While I was writing it, I realised its nature is more that of a non-branching story, but I wanted to have an entry at IFComp and I could use the feedback anyway, so here it is.”
  • A bit hard to read. Also “Responsability” – you don’t have to be a native english speaker to use spellcheck.
  • This is a tough slog.
  • This is 100% “turn the page” interactivity so far, 10 minutes in.
  • “on the whole it looked like it might be an appropriately assistantely time to show up.” Hoo boy.
  • OMG, a choice! A yes/no choice, but that’s as good as it gets so far.
  • “In fact he had a, not unfounded, feeling that he already was in this over his ears. Or at least a future self of his was.” I wonder if this actually makes some kind of coherent sense to someone somewhere.
  • Parts of this are compelling. The English plus the intricacy of the theme make it hard for me to hang on, and the interactivity is pretty much the same as a book. But as a story, with a good editor, I might enjoy it.
  • “He didn’t want to realise he was alone, to risk relinquish the mode of being under scrutiny. Because if he did, then he nothing would stop him from doing that. He must not let his eye wanted to the cabinet. Yet as he the thought first entered him, it kept growing in his mind, as it usually did and does.” …Annnnd you lost me again.
  • One of the few choices turns into a non-choice.
  • Whuh? Ends altoghether when it feels like it’s about to step out of the prologue.

Rating: 2.9

Now, in fairness, it turns out that the random selector may have done me wrong. Looking at the results, it appears that none of the games I played landed in the top 25% of the final standings. And in fact, only Nowhere Near Single and Onaar were in the top 20 games. Moreover, the top 3 games (and 7 of the top 10) were parser-driven, so it’s not as though IFComp has fully turned into CYOAComp. For that matter, perhaps some of those highly placing CYOA games could have given me a much different impression of how immersive and enjoyable that medium can be.

Until next year, though, I’m probably going to seek out the parser games, and leave the rest be. It’s possible that being an IFComp judge is better left to people with enough time for IF that they don’t mind spending much of it frustrated. That used to be me, but it isn’t anymore.

Vespers by Jason Devlin [Comp05]

IFDB page: Vespers
Final placement: 1st place (of 36) in the 2005 Interactive Fiction Competition

I came to this game knowing it had won the 2005 IF Competition. That couldn’t be helped. I was detaching from the IF community in that year, after my kid was born in June, but I was still dialed in enough to know the name of the winning game. It just took me almost twenty years to actually play the thing, that’s all. Because I just looked at its IFDB page, I also know that it won a bunch of XYZZY Awards, and that it has achieved lasting respect, still making it onto a list of Top 50 all-time IF games in 2023.

Starting with that knowledge gave me a rather unfair (albeit unavoidable) set of biases. Playing an acclaimed game, at least for me, comes with a higher initial bar of expectations, and maybe a little less tolerance for mistakes. Lucky for me, Vespers delivers on its promise, and earns its kudos. The religious subject matter is pretty alien to me, and religious games have been offputting to me in the past, so I appreciated the author’s note that Vespers “isn’t a religious game: at least not in the sense of trying to convert anyone”, and that he himself is “not Christian and wasn’t raised Christian”. Another unfair set of biases on my part, I suppose, but those upfront announcements helped me relax my guard and put my trust in the game.

Once I did that, I found it a rich and immersive experience, albeit in a disturbing way. I don’t think I’ve seen a better use of quotation boxes, with the possible exception of Trinity, which pioneered them after all. I hope it’s not too spoilery to say that Vespers uses quote boxes as a way to showcase the PC’s internal dialogue, an inner voice which becomes increasingly askew from its moorings, and which we learn later may have been leaking out for quite some time.

Yes, we have an unreliable narrator here, and maybe even an entire unreliable milieu, in a way that’s again hard to talk about without being too spoilery. And yeah, it’s a 20-year-old game (nearly), but I still strive to keep these comp reviews spoiler-free, as they’re about discovery after all. I’m making an exception, though. Fair warning: mild spoilers follow for both Vespers and Photopia, because I think there’s a fruitful comparison there.

There’s a moment in Photopia when what you’ve witnessed in the beginning comes back around, but this time with loads more meaning attached, and an oppressive sense of fait accompli. There’s nothing you can do to change what happens — after all, you already saw it happen — and indeed one of the knocks on Photopia was an alleged lack of interactivity, given the unchangeable nature of its central event. But I would argue that the very real interactivity of that game attaches the player to the event, and to the characters affected by it, with much greater ease than a similarly plotted short story could. You may not always be in the driver’s seat, but events witnessed from the passenger seat can still have a very powerful effect.

Vespers doesn’t hop perspectives the way Photopia does, but it does start with a decision already made by the PC, and everything else in the game flows from that decision. As the game goes on, the consequences of that decision become more and more clear, and it is the PC’s job to reckon with those consequences as best he can, within his declared moral framework.

And here’s where the Catholic setting becomes phenomenally useful to the game’s project, because it turns out we are dealing with an original sin. In Vespers, the sin was committed by the PC, but before he was being controlled by the player. We must inherit the consequences of that sin, and proceed as a flawed man moving through a flawed world. It’s as if the game begins with “*** You have lost ***”, and then asks, “Now what?” Nevertheless, and also true to its theme, Vespers does offer the possibility of redemption, at least on a personal level, even if a tsunami of suffering has overtaken the world. The path to get to that redemption is a very narrow one, but I think that also rings true in a Medieval setting.

I found this a brilliant use of interactive fiction, verging on profound. I have a fundamental quibble with the “good” path (albeit one that might be addressed if I understood Catholic theology better), and I did find a few places where the language or the coding fell down, but overall it’s clearly a well-tested and well-crafted game, which has absolutely earned its place among the all-time great works of interactive fiction.

Rating: 9.8

The Act of Misdirection by Callico Harrison [misc]

[I reviewed this game ahead of its release in 2004, at the request of the author.]

IFDB page: The Act of Misdirection

The Act Of Misdirection is not a competition game, and in today’s IF community, that alone is enough to make it remarkable. For a first-time author to release a comp-sized game (or maybe even any game) outside the competition is an even gutsier move, since she risks the product of all her hard work sinking without a trace. So when Callico Harrison asked me if I’d like to write a review that she could release simultaneously with her first game, I felt strongly in favor of the idea.

Imagine my pleasure when I started playing and discovered that this a very strong game indeed. It’s intriguing, skillfully crafted, and if it were entered in the competition it would surely place in the top ten, perhaps even the top three. Not only is it written with flair and diligently coded, it also makes some impressive inroads into one of my favorite areas of modern IF development: player-friendly design. Many areas of the game are constructed to allow the player to discover the story for himself, but also to notice if the player seems to be struggling, and to offer gentle nudges in the right direction without recourse to some kind of external hint system.

Nowhere is this excellent design more evident than in the game’s first scene. The setting is the brightly lit boards of London’s Carthaginian Stage in 1896. The house is packed with “the city’s gents and ladies” who wait breathlessly “in anticipation of something magical.” The protagonist is a magician, equipped with nothing but a bare baize table, a handkerchief, and a debonair top hat.

The game places you in this nerve-wracking situation, and lets you take it from there; what follows is one of the most charming interactive fiction scenes I’ve ever played. There’s nothing quite so gratifying in IF as attempting a non-standard action or phrasing that makes sense in context and finding that the game anticipates and handles it. To find that this action is the exact right choice is an unparalleled pleasure, and it’s a pleasure that the game’s magic act offers over and over.

Whether Misdirection craftily led me into the right actions or simply anticipated a wide range of options I don’t know, and in the moment of playing I didn’t care — all I knew was that as the act unfolded, I felt myself both the magician and the audience, both directing the action and dazzled by the exciting spectacle before me. The experience isn’t perfect, mind. There were plenty of times when I tried something that wasn’t implemented, and there was even the occasional novice glitch, like the following:

>show 9 of hearts to audience
You can only do that to something animate.

>show nine of hearts
(to the audience)
"Any card you choose is here, friends. The Nine of Hearts?" With a
quick ruffle the card is produced and shown to all.

Still, the game achieves a much higher percentage of implemented actions than usual, and it’s enough to make the magician’s routine very memorable. Just as important, when I couldn’t think of the right thing to do, I never felt stuck, because eventually the game would step in and give me a gentle push in the right direction. Parser responses are written with delightful cleverness, usually pointing subtly towards a more productive action if the player has guessed wrong.

For this first scene alone, The Act Of Misdirection would be well worth playing, but the game goes on from there, its story expanding and its mystery deepening. One of the story’s main themes is surprise, and this manifests itself both in plot and in design, so it wouldn’t do to give away any more secrets. I’ll just settle for saying that although the game’s helpful design philosophy continues throughout, it becomes more and more puzzling as it reveals itself, winding up in a great enigma.

I hope that the mysterious nature of the plot prompts a great deal of discussion, because, ironically enough, the game’s willingness to help players through its puzzles removes one of the most prominent spurs to public discussion that past games like The Mulldoon Legacy and my own LASH have used to prompt public posting. Without hint requests to drive up the number of posts on rec.games.int-fiction, The Act Of Misdirection must rely on community support and enthusiasm. For that reason and for the others I’ve just detailed, I urge you to play this game, and to post your reaction on the newsgroups. If this game gets the attention it deserves, it’ll be a lock for several 2004 XYZZY nominations. I’ve tried to do my part to get it that attention — the rest is up to you.

Zombie Exodus by Jim Dattilo [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2012.]

IFDB Page: Zombie Exodus

Choice of Reviews

It’s been a long, long time since I reviewed a text game. Yes, I wrote a series of posts about IF-related stuff at PAX East 2010. I wrote an appreciation of GET LAMP, and a bit of a musing on applying IF-type thinking to real life. Oh, and a couple of non-interactive pastiches. But actually reviewing a text game? It’s been over three years! The last review I wrote was for Peter Nepstad’s 1893: A World’s Fair Mystery. Considering that I used to write hundreds of them, that’s quite a decline.

So recently I found myself with a little spare bandwidth, and having just enjoyed the Oscars, I decided to embark on a little mini-project of playing and reviewing the four games nominated for the XYZZY Best Game award this year. I ran the list through my handy-dandy randomatic scrambler, and out popped my first assignment: Zombie Exodus by Jim Dattilo. I was excited! It had gotten 10 nominations — more than any other game — and a nomination in almost every category! I’d never heard of Jim Dattilo, but I’ve been way out of the loop, so that’s to be expected. Off I went to check it out!

That’s when the surprises started. The game has no entry in IFDb. What kind of IF game has no entry in IFDb? So I just plain Googled it, and found that in fact, it’s a commercial release by Choice Of Games, makers of fine “Choose Your Own Adventure” (or CYOA) type stories. That required a little expectation adjustment, but it wasn’t all bad. I’d played a couple Choice Of Games offerings, and enjoyed them. Except… wait. Despite a press release which makes it sound as if Zombie Exodus was produced by Choice Of Games, it wasn’t, actually. It uses their ChoiceScript language, and is hosted by them, but it wasn’t actually created by the company. Still, that’s not a dealbreaker either. The vast majority of IF games are produced outside a commercial context!

Nevertheless, once I had done a little reading about the game, it became clear to me that I was not its ideal audience for a couple of reasons. First, it’s a survival horror game, a genre which I approach with trepidation. I’m not big on stories that aim to produce fear and disgust, without any particular reason or metaphor behind them. Second, it’s a CYOA game. Don’t get me wrong, I enjoyed many a CYOA book as a kid, and I still have affection for the genre, but compared to parser-based IF, I don’t find it particularly immersive. I tend to make decisions at random, at least at first, as I find that the majority of CYOA books and games play pretty fast and loose with the connection between choice and outcome. And indeed, that’s how I approached Zombie Exodus.

The game starts out well enough. A highly infectious virus is turning people into virtual “zombies” by disabling higher brain functions and triggering aggressiveness (though it later appears to be able to reanimate the dead as well; the story’s mythology isn’t quite in order), and society is starting to break down. As the player character, you have a more immediate problem: your sister Emma is out there in the chaos. Fair enough: setting and goal. The game begins with a somewhat clumsy PC construction section, taking the player through choices like “Are you Emma’s brother or sister?” and “While sleeping you dream of a time long ago… well, actually the past few months. In your time off, you had several activities keeping you occupied. What do you dream of?” The latter question helps establish a couple of specialties for the PC, which appear to (sometimes) open up options later in the game, RPG-style. Then, based on the choices you make in PC construction, you’re given a couple of choices for inventory items to carry. Awkward though it was, I liked the idea that RPG-ish and IF-ish features were integrated into the game’s basic CYOA structure. Those aspects promised to lend a greater depth of interaction and immersiveness than a vanilla CYOA narrative could offer.

Some of the time, it succeeds. There were definitely moments in Zombie Exodus when I felt very engaged with the story, and reconnected with that feeling of excitement I had as kid, flipping my way around some new Edward Packard or R.A. Montgomery book. Of course, those guys never wrote about zombies feasting on human flesh, but still, a driving story with meaningful choices can result in a very compelling experience indeed.

Unfortunately, all too often, the choices in Zombie Exodus are almost devoid of meaning, like the following, which comes up when you decide you’d like to steal a car to travel to Emma’s location:

Which car do you choose?

  • 2011 red convertible BMW 6-series
  • 2008 tan Cadillac Escalade
  • 2004 gray Dodge Ram Pickup
  • 2009 white Ford F-150 Pickup
  • 2010 blue Honda Accord
  • 1995 faded red Honda Civic

This is a fantastically meaningless choice, not to mention a level of observation that implies an incredibly car-obsessed autistic PC. How many people can identify not only the make and model of a car, but the year? How on earth could it possibly matter what color the car is? I guess maybe the bigger cars might be of more use in breaking through blockades and such, but other than that, how could a player possibly know what matters about these? This sort of thing is why I always have the randomizer handy when playing a CYOA game.

Another type of meaning-lite choice comes up rather often in battle scenes:

Heather’s back faces the zombie, and she does not notice the
imminent threat.

  • Shoot her with your rifle
  • Shoot her with your assault rifle
  • Shoot her with your revolver

Now, in the first section, I actually chose to configure my PC with a passion for guns, so the fact that she didn’t just grab the nearest gun to hand actually felt in character to me, but at the same time, the game starts to feel like a very degraded version of Doom when it asks me to select what weapon I’d like to use to blast away at the threat of the moment. Interestingly, there were moments when this type of choice worked well — for instance, when a zombie horde is advancing, the assault rifle seems like the clear choice. Unfortunately, I was given the choice whether or not it seemed to matter.

Aside from meaningless choices, the game’s other major flaw is that it stumbles occasionally into some pretty rocky prose, like “Now is time to make a decision”, or “There is an undescrible comfort to the room”, or “No zombies have spotted your group, though you keep watch on the closest creature thirty feet away across the street and wears a mailman uniform.” Some of the problems are just typos, and some of them require the intervention of an editor, but there are enough of them to make the game as a whole feel sloppy and unprofessional. It’s not an epidemic or anything — I’d say 95% of the game’s prose is trouble-free — but 5% is too high for anything that’s asking for money.

The biggest problem of all, though, came up right in the middle of the story, and it looked like this:

You have reached the end. Part 3 is in development, and begins with your arrival at the cathedral safehouse.

This game is not finished! Nowhere in its beginning, or its press release, or its “About ZE” web description, does anything suggest that you will suddenly be left hanging in the middle of the storyline. That is not okay with me. I’m not against episodic IF — I’ve committed some myself. But in my opinion, there are some crucial rules to follow. First, let your readers know upfront that they’re reading episode one, or episodes one and two, or whatever. Second, your release must tell a satisfying story in itself. It’s one thing to play through a game whose ending leaves some questions unresolved or hints at further developments. It’s quite another to play through a game that has no ending at all, that cuts off abruptly in the middle of a suspenseful scenario. In my opinion, such a game is not ready for release.

The fact that this game was nominated for so many XYZZY awards is fodder for an interesting discussion in itself, but I’m going to leave that aside for this review, except to say a few things. First, I think it’s perfectly legitimate to include CYOA games in the XYZZYs. Second, I think that when it comes to voting on finalists (not on nominees), voters should only weigh in if they’ve played all the games in the category. Finally, I thought the awarding of a “special recognition” XYZZY for Zombie Exodus was well-handled.

Overall, the game wasn’t my cup of tea, but it obviously has its fans, and I can see why. There’s plenty of suspense, plenty of gore, and a fair number of stretches that feel compelling and engaging. Once its prose is better edited, its meaningless choices are removed, and its story is, ahem, finished, it’ll be worth the time of horror devotees. Until then, the game is kind of a zombie itself, shuffling forward despite its crucial missing organs.

Lock & Key by Adam Cadre [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2003.]

IFDB Page: Lock & Key

Death Becomes You

[NOTE: Lock & Key has a twist right at the beginning, and I’m going to give it away because it’s not practical to discuss the game without doing so. So if you haven’t played it yet and you want to be surprised, go play it before reading this, at least up to the twist anyway.]

I love editing SPAG, but the job does have its down-sides. For instance, I’m frequently obliged to read reviews of games I haven’t played yet. Most of the time, this isn’t much of a problem, since SPAG reviews are required to be spoiler-free. However, there is a small, occasional section of the ‘zine called SPAG Specifics, wherein reviewers are allowed to spoil as much as they like in the interest of promoting specific, detailed discussion about particular games. When I get a review for this section, I need to read it whether I’ve played the game in question or not.

That’s exactly what happened to me with Lock & Key — I’d played the game enough to get beyond the initial twist, see the setup, say “Cool”, and vaguely resolve to play it whenever I found the time. Shortly afterward, Eytan Zweig submitted a thoughtful, fairly critical review of the game for SPAG Specifics, and I decided that I wanted to wait a while to play the game after that, so that the review would fade enough in memory that it wouldn’t color my perceptions. Now it’s been about a year since that issue, Lock & Key has just won a handful of XYZZY Awards, and I have a new laptop I needed to test this past weekend; the stars were aligned, and I finished the game.

I wasn’t disappointed. Cadre’s writing shines as usual, as does his knack for giving every game a fresh angle. In this one, you play a prison designer and security expert in a mildly jokey pseudo-medieval milieu. Your job is to craft the perfect sequence of death-traps for the King’s dungeon, enough to defeat even the hardiest adventurer who might try to escape it. If you succeed, you’ll make a fortune and be able to retire. If you fail, well, you get beheaded. Those medieval managers really knew how to motivate their employees.

The meat of the game is its one and only puzzle, the one for which it earned the XYZZY for Best Individual Puzzle: setting the traps. It’s not that setting the traps themselves is all that difficult, but choosing the right ones… ah, that’s another matter. See, once you’ve finished constructing your ideal dungeon, it is put to the test by Boldo, a thick-thewed adventurer who, in the best IF fashion, seems to have an endless inventory of items that happen to counteract your traps perfectly. Every time he encounters a death-trap, you get to see exactly how he defeats it, and this in turn allows you to begin scheming about how you might deprive him of that method. Like Varicella, the game is highly iterative — the chances you’ll beat it the first time through are virtually nil, and this is by design. Instead, Boldo’s many triumphs allow you to make your own advances towards building the perfect dungeon upon restarting.

It’s a deeply rewarding puzzle of marvelously interlocking elements. Not only does it operate on several levels to begin with, it builds on itself to make lots of little “aha!” moments combine into a greater experience of overall insight. In addition, the game’s use of graphics do it a great service, presenting a clean and attractive game board to help players to see exactly what choices they’ve made.

My favorite part of the puzzle, though, is the hinting. The prose that describes Boldo conquering your traps is funny and enjoyable to read on its own merits, but it also frequently contains wonderfully subtle hints about how the dungeon might be better constructed. For the sake of spoiler-avoidance, I won’t quote any of those hints here, but I will say that they capture the feel that Infocom at its best was able to provide, of prose that is just as good on a game level as it is on a story level.

So Lock & Key wholly deserved its XYZZY for Best Puzzle. The other awards, I’m not so sure about. At the end of the XYZZYs, Lock & Key went away with the prizes for both Best Individual NPC (Boldo) and Best NPCs in general. The fact that it won these accolades for NPCs with whom (for the most part) the player cannot directly interact AT ALL is rather astonishing. I’m not sure what to make of it. Perhaps writing is just much, much more important than coding when it comes to NPCs, at least as far as the XYZZY voters are concerned. Certainly Boldo reacts to the traps placed by the player, and the descriptions of his reactions are all great and funny, but that’s a very limited sort of interaction, nothing at all like the dozens and dozens of responses that make up the typical fully-fleshed IF NPC. I wonder: can great writing alone make a great NPC?

Maybe sometimes it can, but I’ve yet to see it. Certainly this game’s excellent writing didn’t make Boldo an excellent NPC. He’s simply a cipher, an intentionally broad cliche whom the PC never meets, instead only watching cut-scenes of him on a sort of magic TV. He’s entertaining enough for the purpose he serves, but he hardly feels like a deeply implemented NPC, though he’s the deepest of the bunch. The other NPCs — the King, a gladiator named Musculo, and a host of others who appear in brief cameos — are present only in cut-scenes. The only exception to this, the only NPC who even responds to “ASK”, is the guard at the beginning. His response: “No talking in the dungeon!”

I would contend that the really remarkable character in Lock & Key is the player character. What’s remarkable about him? [1] Why, his cleverness, of course — his ability to string together just the right combination of traps to defeat Boldo. More to the point, what’s remarkable is the way in which the game constructs this cleverness. Like Primo Varicella, the PC of Lock & Key is what I’ll call an accretive PC, meaning that he becomes more and more himself with each iteration of the game, as the player’s knowledge accretes.

In most IF games, your character will never live up to you — it will never be able to do most of the things you can think of, nor say most of the things you can say. This is still true of Lock & Key and Varicella, but in an important way, what’s also true of those games is that you must live up to your character. You’re told a salient quality about the PC at the outset of the game — his expertise in dungeon design, or his Machiavellian plan to take over the regency — and then you must take him through one iteration after another until you yourself have attained enough of that quality to guide the PC to a successful conclusion. When you finally do reach that conclusion, it’s as if you’ve finally learned the real story, and all the failed attempts leading up to it exist only in shadowy parallel universes. This is who the character was all along — it just took you a while to catch up with him.

Of course, the case could be made that all IF PCs are like this to some degree. That may be true, but then again it’s de rigueur in most other IF to avoid game designs in which the PC must learn something by dying. Graham Nelson even made it Rule Number Three in his Player’s Bill Of Rights. [2] Of course, when a player must be able to step successfully into the PC’s viewpoint without any previous knowledge whatsoever, it becomes rather hard to give that PC any sort of expertise in the game world, which is why we so frequently see PCs who suffer from amnesia, or are fish-out-of-water, or other such tricks. Lock & Key and Varicella break this rule so brilliantly that it doesn’t even seem like a valid rule anymore. Why shouldn’t the player learn from past lives? After all, unless the PC is placed in some sort of contrived situation to deprive her of all her natural knowledge, she’ll inevitably know more than the player does the first time that player begins the game.

After a while, the requirement to match the PC’s knowledge with the player’s can begin to feel like a bit of a cage, and the most common contortions an IF game goes through to live inside it (such as amnesia) have long since lost their appeal. Even the freshest ones can still feel a bit tired and gimmicky unless done exactly right. The accretive PC is one key to this cage — it’s wonderfully refreshing to play a character who’s really good at something, and even better to become good at it yourself. Of all the jail-breaks that happen in Lock & Key, this one is the most satisfying.

[1] I’m referring to the PC as a male for convenience’s sake — I don’t recall its gender ever being specified in the game.

[2] See his excellent article The Craft Of Adventure, available in the info directory of the IF Archive.

City Of Secrets by Emily Short [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2004.]

IFDB page: City Of Secrets

Life In The Big City

Here’s a quote from the ABOUT text of Emily Short’s City Of Secrets:

This game is meant to be playable even by someone who has never encountered interactive fiction before, and be a gentle introduction to the genre. It is not terribly difficult, nor is it possible to die until the very end. One playthrough is estimated to take about three hours.

After playing through the game once, I feel I can say with confidence: “Three hours? HA!” I will happily grant that Short has undertaken a considerable effort to make CoS newbie-friendly, but for someone who is at all interested in exploring the game’s world, three hours is a very conservative estimate indeed. It took me almost three hours just to reread the transcripts of my traversal through the story.

But that’s the thing with interactive fiction, isn’t it? I suppose it’s quite possible that an experienced player on a serious mission, who declines to examine the scenery, who asks only the most pointed questions of NPCs, and who treats the entire thing as a series of puzzles to be solved, could conceivably complete CoS in three hours, but such a player would be missing out on a great deal of the richness that this game has to offer. In fact, I’d make the case that the game’s openness to newcomers and (what for lack of a better word I’ll call) its size are of a piece — they both contribute to one of CoS‘s best qualities: its deep, robust interactivity.

Examples of player-friendliness are everywhere in this game, but here’s one of my favorites:

> attendant, show me the book please
[While your good manners are appreciated, it's unnecessary to append terms like "please" to your commands.]

To talk to a character: Type >GREET to begin a conversation. You will get a list of options of things to say. If you want to change the topic of conversation, type >T and (assuming that's a valid topic) you'll get a new menu of conversation choices.

Now that is just pure class, since 99% of IF games would have just spat out “I don’t know the word ‘please'” or (only slightly better) had the attendant give a blank look or some other “don’t know” response. CoS, on the other hand, anticipates a word that’s likely to confuse the parser, targets it, and responds to it (and to the inappropriate conversation syntax) with a set of instructions to help players communicate more effectively with the game. Besides little touches like this, CoS provides copious documentation, particularly an excellent sample transcript. I especially admired this transcript for using a clever technique that I don’t remember seeing before — it shows the events just leading up to the beginning of the game, and thus not only teaches the rhythm of IF but also serves as story prologue and provides further character depth to the PC.

Once I was through the prologue and wandering the streets of the game’s titular City, I was frankly astonished at the depth it offers. Yes, the vast majority of scenery objects are described, frequently down to second and third levels. This sort of thing is becoming more de rigueur in modern IF, though it’s rarely pulled off with the thoroughness that Short achieves here. In addition, room and object descriptions change to reflect the past experiences of the PC, demonstrating knowledge of other parts of the game once it’s been acquired. Beyond that, random scene-setting messages serve not only to make the City actually feel populated, but to play some of the subtle, sinister notes that hint at plot and theme.

Beyond these are the characters, of whom there are many and most of whom are able to act and converse on a very large variety of topics. I’ll discuss NPCs and conversation further below, but suffice it to say for now that CoS‘s 2003 XYZZY award for Best NPCs was very well-deserved. Beyond the NPCs, and perhaps most impressive of all, is the avalanche of ancillary material available in the game. My mouth was literally hanging open as I perused a bookstore and found volume after volume that I could actually read — pieces of fiction, historical background on the setting, gentle jokes set within the game’s milieu, and on and on and on. Now I don’t mean to suggest that entire novels or histories are actually embedded within the game — that kind of detail would move from dedication into insanity — but more effort went into the book objects in CoS than goes into the entirety of some other games.

Oh, and lest I give the impression that City Of Secrets merely overwhelms with quantity, let me hasten to point out that its quality also remains very high throughout. Short’s typically elliptical and evocative prose falls in layers that pile up to create vivid, intense images — this woman can get more mileage out of sentence fragments than any author I’ve ever read. She’s found a way to deploy them that seems perfectly suited to IF, especially object and room descriptions. The dialogue, too, was top-notch, and plot-advancing moments happened with satisfying smoothness. The milieu, also, was a great deal of fun — magic and science side-by-side, computers and spells combined. Of course, this idea isn’t exactly new, but it felt fresh in Short’s hands.

All of these sterling qualities — the great writing, the remarkable implementation, the incredible depth — make me ache all the more when I think of the game’s actual history. City Of Secrets was originally commissioned by a San Francisco synth-pop outfit called Secret-Secret, who devised the story and some basic marks for the game to hit. At that time, it was intended to serve as a bonus feature for one of their upcoming CDs. Short has never revealed many details about how this deal fell apart, but fall apart it did. Thus ensued the next stage of the game’s life, in which the band agreed to let Short release CoS as freeware IF, and she decided to try ramping up the fun by creating feelies and offering them through feelies.org. As an additional incentive, the game would be available to feelies orderers a little earlier than to everyone else. Then Real Life and the game’s design complexity intervened, causing delays, which in turn engendered a host of vaguely hostile demands and complaints on the IF newsgroups, along with more of the particularly vicious trolling for which Short was already a target.

Finally, City Of Secrets was released publicly on May 1, 2003… and sank. Or at least, that’s how it seemed to me. Googling on the past year of Usenet discussion, I can see that the game has gotten a couple of reviews, some hint requests, has been used as an example in various discussions, and has even gotten a little recognition in mainstream press outlets like Maximum PC and Games magazines. Still, this is the most major work by one of the best and most important IF authors of the last decade, and a landmark game by many different measures — it seems to me that it is vastly underrated and under-discussed. This is the kind of thing that makes authors disillusioned, makes them feel that their hard work is without purpose, and prompts them to turn away from writing IF. The fact that Short has not done so is a true testament to her dedication to this medium. Of course, I’m one of the guilty parties here, writing this review more than a year after the game’s public release. I hope that if you’re reading this and you’ve never played City Of Secrets, you’ll be moved to check it out, and to post your reaction to SPAG, rec.games.int-fiction, or some other appropriate outlet.

Now that I’ve expended considerable fervor on building the game up, let me discuss a few of its flaws. One difficulty I occasionally encountered in the game is that the demands of its story or its implementation occasionally worked at cross purposes to the role playing I wanted to do as the PC. For me, the primary example of this dissonance occurred at the very beginning of the game, as I am whisked away from my ordinary journey to a friend’s wedding and into the City’s hotel. When this happens, a bellhop takes my suitcase, but fails to bring it to my room. Now, if this were to happen to me in real life, recovery of that suitcase would become my primary goal. The game, however, treats the disappearance as barely worth noticing, and insists that I go to sleep before allowing me to do any searching for my missing possessions. Even when I can question the concierge about my luggage’s whereabouts, the conversational menu options never allow me to be particularly assertive in my efforts to recover it. As a designer, I can understand perfectly why City Of Secrets wants to remove an item whose realistic implementation would add several layers of complexity to the game situation, but in this instance and a few others, the game could have done a better job at providing in-character reasons for such abstraction.

Speaking of conversational menu options, City Of Secrets further explores the conversation system that Short innovated for Pytho’s Mask and Best Of Three. As explained above, it requires GREETing an NPC and then setting a topic, which may or may not bring up a menu of conversation options. I like this system, but I can only imagine how much of a bear it must be to implement. Managing conversation topics to the extent that CoS does, especially with its abundance of characters, requires meticulous knowledge modeling in order to ensure that particular topics and phrasings are available to the player neither too early (before she’s had a chance to learn about them) nor too late (when she’d want to ask something appropriate but isn’t offered the option.) For the most part, CoS does a fine job of this modeling, but it does fall down on occasion, offering inexplicable conversation threads or failing to provide dialogue on an obvious topic. Moreover, the game makes a tactical error in requiring that a conversation be restarted before it evaluates whether or not any menu options are available for the chosen topic, leading to exchanges like this:

>ask bookseller about documents
You approach the bookseller's desk.

"Hello again," he says.

You can think of nothing to say about that.

Such responses give the impression of a mildly autistic PC, who routinely starts conversations, only to stand slack-jawed moments after they begin. Also, as some others have noted, it’s a bit annoying not to be able to return to certain unused options when they would still be valid.

Still, when the conversation engine works, it works well, and that’s the case for most of this game. There are a great many NPCs, quite a few of whom are implemented with responses on a dizzying array of topics. The game’s characters not only respond to questions, but start conversations of their own, introducing new topics with their own associated option menus. Moreover, they define themselves not only through dialogue, but through action — the spice seller who twists his ring nervously, or the City nurse who looks at you sharply enough to stop you from blurting out something stupid. Some NPCs will even accompany you for parts of your journey, then wander off to pursue their own agendas. With Galatea, Short established herself as someone with a particular flair for deeply implemented NPCs, and her work in City Of Secrets reinforces and enriches that reputation.

A more unexpected achievement is the game’s storytelling ability. Many of Short’s games have had sketchy or absent plots, but City Of Secrets unfolds a layered story, replete with intrigue and thematic unity. As the game progresses, new bits of information reveal more about who can and cannot be trusted, and several fun reversals and surprises lay in wait throughout. The pieces drop satisfyingly into place as the end approaches, just as they should in a good mystery story. Moreover, a replay or reread of the game illuminates lots of juicy foreshadowing and judicious ties that thread through its beginning, middle, and end. True to form, Short’s design provides several paths through the story, and multiple solutions to many important problems. I haven’t yet replayed the game as a more self-interested or evil PC, but I could see that such opportunities were available. I’d love to see a more thorough description of which parts of the story were provided by Secret-Secret and which ones came from Short herself, because the unified whole works very well indeed. There were apparently such making-of notes on the original game CD, so perhaps Short or someone else could be persuaded to upload a scan of these to the IF Archive.

I think my favorite thing about City Of Secrets is that it gave me several pieces of writing to treasure, things that I wanted to enshrine and remember. A quote from the denouement now appears in my collection of randomly rotating email signatures. Queen Rine’s Meditation Upon Passion now hangs on my office wall. More than any other IF game I can think of, City Of Secrets offered me ideas that feel like they apply directly to my life — that’s the mark not just of a great game, but of a great work of art.

Blue Chairs by Chris Klimas [Comp04]

IFDB page: Blue Chairs
Final placement: 2nd place (of 36) in the 2004 Interactive Fiction Competition

Chris Klimas! Now there’s a name from out of the mists. Klimas released a game called Mercy in 1997 that garnered rave reviews for its writing and its pre-Photopia puzzleless design. (In fact, it was nominated for that year’s Xyzzy awards in both story and setting.) Then, he contributed a little fable called Once to the Textfire hoax, and disappeared shortly thereafter.

Now he’s returned, and what a welcome return it is — Blue Chairs is not only his best work, it’s the best game I’ve played so far in this comp. Klimas has a hold of something very powerful — interactive fiction steeped in surrealism and symbolism. This sort of thing has been tried before, but Blue Chairs is the best realization of it that I’ve seen. At the beginning of the game, the PC ingests a powerful hallucinogenic drug. True, you have the choice not to do so, but if you make that choice, the story winds up in a dead end, albeit an intriguing and well-executed dead end. This sort of thing always feels a bit like a sucker punch to me, especially when the only real choice is followed up with a “why in the world did you do that?” sort of message as it is here, but the game is so wonderfully crafted that I forgave it immediately.

The z-code “special effects” that Blue Chairs uses to represent the drug taking hold are very trippy and extremely effective, and from that point forward the game slides brilliantly between dream and reality. IF is an amazingly powerful vehicle for this kind of writing, because you’re not just reading about someone’s reality shifting around him — in a certain sense, those shifts are actually happening to you as you traverse the game’s world. Blue Chairs got so deeply into my head that when someone interrupted me while I was playing, I felt as if I was the one dreaming, as if the intrusion of reality into my game session was just as sharp and unexpected a lurch as the sudden hallucinations that happen to the PC. What makes these hallucinations so powerful, I think, is the fact that they’re full of compelling symbols and archetypes, mixed with totally ordinary objects. In this way, they really do feel like dreams. Blue Chairs‘ heady blend of symbol and story got its hooks deep into my psyche. It blew my mind. I love when that happens.

The psychedelic design was my favorite thing about the game, but a close second was the writing. Blue Chairs does an outstanding job of creating an utterly convincing PC, showing us the world as described by that character, then fracturing his world all to hell, capturing the interrelated parts of his personality like collecting hurricane-blown leaves. At the end, I felt like I really knew Dante. (Yeah, the PC’s name is Dante Hicks, and not only does he share a first and last name with the lead character in Kevin Smith’s Clerks, he also spends the entire game searching for a girl named Beatrice, a beautiful collision of high and low allusion.)

I don’t know that I had too much respect for Dante, but more on that a little later. There were so many sublime turns of phrase, so many funny moments, that my game transcript is littered with “ha”s and “whoa”s and “very nice”s. The game’s implementation was strong, too. Most actions were reasonably anticipated, often with hilarious or terrifying results. I only found one problem, but unfortunately it was quite a doozy. Late in the game, I was working on a puzzle and had come very close to the solution, but not quite hit it. A look at the in-game hints set me straight, and off I went to solve it. Except… the solution didn’t work. Near as I can tell, some kind of bug makes that puzzle unsolvable, which came as a crashing disappointment to me. In a game as strong as this one, a serious bug is all the more unexpected.

Luckily, Blue Chairs‘ design is open-ended enough that even an unsolvable puzzle didn’t prevent me from finishing, though the time limit nearly did. I just barely got done within the two hour window, and towards the end I was opening hints liberally, because I very much wanted to complete the game before rating it. There are multiple endings, too, though they’re nowhere near simple enough to be classified as “winning” or “losing.” (I’m about to discuss those endings in general terms — nothing too spoilery, but you might want to skip the rest of this review if you’re particularly spoiler-sensitive.)

By the time I saw the endings, I was feeling pretty ambivalent about the game’s main character. Right after Dante swallows the drug in the game’s first scene, here’s what it says:

It seems like now would be an excellent time to reflect why you, once a consistently above-average student full of ambition and love, just bought an unknown but almost certainly illegal substance from a stranger and drank it without a second thought.

A fine question indeed, and the game resists the idea of an answer, insisting that there’s nothing in Dante’s life to explain his rootlessness and ennui, that it “just happened, one second at a time.” That being the case, the sort of slacker malaise that Dante exudes is all the more unsympathetic — it’s tough to feel sorry for somebody who has led an incredibly privileged life, free of hardship, but still manages to be desperately unhappy just because he thought things would be so much more shiny, so much more interesting.

Blue Chairs calls itself “a chance to change,” but leaves it up to us to decide which ending really constitutes the change. I think it’s a pretty sure bet that it’s not the one where a soft-focus lens suddenly snaps onto Dante’s life, where the whole thing turns into a Thomas Kinkade painting. That one felt like the ending of Rameses to me, an insistently perfect fantasy that fulfills the PC’s wishes, wishes that have been unrealistic from the start. I’m not sure the other one is any better, though. There’s a kind of letting go to it, but I’m not sure that it’s letting go of the right thing.

Dante comes to a kind of peace with his inaction, but I’m not convinced he’s dropped the binary thinking, the idea that there’s something perfect just beyond his grasp, and that without it, everything is worthless. I think he still may be lost, because as long as he’s locked in that stark dualism, the next illegal substance from a stranger won’t be that far away. Like I said, I rushed through the end — maybe there are other paths I didn’t find. But from what I saw, Dante may not have a chance to change after all. Anyway, that’s just what I thought. You should really play Blue Chairs and think about it a while yourself.

Rating: 9.5

[Postscript from 2021: Blue Chairs was the last parser game Klimas wrote, but he wasn’t done with IF yet, not by a long shot. In 2009, he created Twine, a parser-less IF authoring tool that has arguably had the biggest impact on the IF Comp, and indeed the broader interactive fiction world, of anything since Inform. He’s created a number of other games too.]

The Recruit by Mike Sousa [Comp03]

IFDB page: The Recruit
Final placement: 7th place (of 30) in the 2003 Interactive Fiction Competition

Some games just feel like they come from deep inside the IF community. Take The Recruit, for instance: how many comp games not only include words of mine, but also go out of their way to compliment my work? Not many, I can tell you from sad experience, but not only does Recruit include pretty much the entire transcript from the 2002 XYZZY Awards ceremony, but when Another Earth, Another Sky is mentioned, this NPC message appears:

“I love that game,” says Fred. “I can’t wait for the third installment!”

Thanks, Mike! Er… Fred! I’m working on it! Anyway, I suppose that to avoid the illusion that sucking up to the judge gets you a good review and score, I should say here that I thought Recruit stank, but I just can’t do that. It was a fun game, if slight, whose puzzles are the star attraction. In fact, more than anything, it feels like a love letter to IF.

The premise, such as it is, is that you’ve been recruited (with the offer of a $50 reward) as a tester for “Real Life Interactive Gaming Simulacra” — in other words, IF puzzles constructed and brought to life. That puts Recruit in the unique position of being an IF game pretending to be reality pretending to be an IF game. In any case, the whole thing is more or less a hook on which to hang a series of puzzles, each of which has its theme: light source, NPC, attention to detail, and so forth.

The game is much more imaginative than this thumbnail description makes it sound. Each of the puzzles felt fresh to me, and the fact that they were explicitly molded around familiar IF concepts made their uniqueness stand out all the more. They also felt pitched at just the right level of difficulty — enough to make me think creatively, but not so hard as to send me running in circles and finally running to the hints, at least not for long. More importantly, each of the puzzles has fun with the concept it embodies, which makes the game a particular pleasure for those of us who have endured many far drearier versions of the same things. I’m not sure how well the game would work for somebody who was new to IF — it might make a fine learning tool, but I have a feeling it would feel more frustrating than educational to somebody who didn’t share its frame of reference — but for me it was a kick.

A great deal of the fun comes from the game’s writing, and I noted with admiration as I played through the game just how much Sousa’s writing has improved since his debut game Above And Beyond. [I’m about to spoil something, though I have no idea why it’s a secret to begin with.] Then I found out in the afterword that in fact, much of the writing wasn’t his, but was in fact done by collaborators like Robb Sherwin, Jon Ingold, and J.D. Berry. Why Sousa doesn’t simply acknowledge these co-authors upfront is a bit of a mystery to me — maybe he just doesn’t want players distracted by going through the game trying to figure out who wrote what.

Anyway, like every Sousa game, Recruit is coded very well, though not as exquisitely deeply as some of his past works have been. It was certainly bug-free, in any case, and quite responsive to most of the things I wanted to try. It also provides a fun list of AMUSING things to try after you’ve finished the game, which is a touch I always appreciate. After finishing The Recruit, I found myself just smiling, and thinking, “Cool!” Like several of the other games in this comp, it was IF about IF, but this time about just how much fun IF can be. It doesn’t provide much in the way of atmosphere or emotion, but it does pack the pleasures of good writing and interesting, interconnected puzzles, and that’s enough for me.

Rating: 9.3

Risorgimento Represso by Michael Coyne [Comp03]

IFDB page: Risorgimento Represso
Final placement: 2nd place (of 30) in the 2003 Interactive Fiction Competition

Okay, first things first. It’s time to welcome a talented new author. Michael Coyne has made a great game, so well-written and well-implemented that it’s almost always a joy to play. It’s on a par with most Infocom games, and exceeds them at many points. There’s cleverness and panache to spare, and the puzzles are mostly interesting and fun. It’s not perfect, of course. There are a couple of under-implemented commands (like LOOK BEHIND), a hackneyed puzzle or two, and some jokes (like the cheese one) are pressed rather too hard. It also could use a more compelling title.

Still, on the whole, this is a satisfying and enormously fun game. Well, what I saw of it, anyway. And therein lies the problem. I spent the last review (of Domicile) bemoaning games that are entered in the competition when they’re unfinished, undertested, and unproofread. Now, of course, I’m immediately hit with the opposite problem: a game that is exquisitely finished, betatested, and error-checked, but is still inappropriate for the competition, because it does not even come close to fitting within a two hour play session. When my two hours with RR ran out, I think I was maybe a third of the way through, and that was with a lot of leaning on the hints towards the end. Sure, it was fun while I played it, but I knew almost from the beginning that there was no way I would solve it in the allotted time, and I felt annoyed and disappointed by that. In my opinion, this game is no more appropriate for the competition than was the unfinished Atomic Heart, or the excruciatingly poor Amnesia. It’s too big. It is just too big.

I’ve written out and rehearsed my objections to overlarge comp games so many times that they almost feel self-evident to me now. But I realize that my experience doesn’t match with most people’s, so for those just tuning in, here are a few of my problems with giant comp games. First of all, the comp is a high-pressure playing time. I really try to finish all the games in the judging period, and to write a substantial review after each game. Plus, I have a life, so that means that my IFComp time is squeezed in at the edges of my life — lunch hours, laptop time on the bus to and from work, or late nights after my wife has gone to bed. It’s frustrating to carve out this time and then realize that it’s still not even close to sufficient for the game I’m playing.

Secondly, there’s a more insidious problem with trying to squeeze a big game into two hours. When I had only a half-hour left and huge swaths of the game left undiscovered, I turned to the hints. I did this not because I couldn’t have solved the puzzles on my own. Maybe I could have. But not in half an hour, and I wanted to see more of the game. Turning to the hints, though, does a disservice to a game like this. Well-constructed puzzles ought to be experienced fully, relished, and a well-written world should be enjoyed at leisure rather than rushed through. Trying to play this game in two hours will ruin it for many players, players who could have enjoyed it to its fullest potential were it released outside the comp.

Moreover, how many people are likely to come back and finish the game after the comp period is over? For all the comp games I’ve meant to do that with, I’ve almost never followed through, because after the comp is a frenzy of reviewing excitement, and then come the holidays, and busy times at work, and… whoosh. The game is well off my radar by the time I actually have time to play it. Then there’s the fact that I find it difficult to give a reasonable evaluation to a game that remains mostly unseen by me — it’s like trying to review a movie after watching the trailer and the first 20 minutes. These aren’t the only reasons I don’t like huge comp games, but that’s enough for now.

Still, with all that said, can I understand why somebody, especially a first-time author, would enter their huge game in the comp, even knowing all of the attendant problems? Of course I can. The fact that RR is a comp entry perfectly illustrates the problem with the current IF scene. The annual IF Competition is simply too important, too powerful. It’s become a cynosure whose glare eclipses everything else in the IF world. I love the competition — I think that much is clear from my ongoing participation in it — but I have come to really hate the way it’s turned into a gravity well for games. If you enter your game in the competition, it’s bound to get at least a dozen reviews, be played by the majority of the community, and maybe even become a talking point in IF discussions for years to come. Widespread familiarity in the community also may give it an edge in the XYZZY voting.

If you release your game outside the comp, what happens? Usually, almost nothing. Some games get released to not even a single, solitary post in the newsgroups, let alone reviews or discussion. Even humongous, excellent games like 1893, the products of hundreds of hours of work, sometimes cause hardly a ripple. So of course tons of games get into the competition that aren’t finished, or are way too big. How else to reap in attention what you’ve sown in work? I try to remedy the situation somewhat by continuing to release SPAG and hassling people to write reviews for it, but games routinely go a year or more without a SPAG review, and some games (Bad Machine comes to mind) seem never to get reviewed at all. It’s maddening to me, and I don’t know what to do about it, but I have to say I’m at the point where I’m seriously considering no longer writing comp game reviews, turning my review energies instead to non-comp games so that they’ll at least get attention and evaluation from somebody.

For this year, though, I’m committed, which brings me to the problem of score. From what I saw of this game, I thought it was outstanding, worthy of a 9.5 or above. But I just cannot bring myself to give it that score, if for no other reason than because I don’t want games that shouldn’t be in the comp to do well, since all that will do is encourage more of them. On the other hand, can I really justify giving a low score to such an obviously high-quality product, especially when I’ve already given Scavenger, another too-big game, a high score? Well, the difference between this and Scavenger is that with Scavenger, I felt like I’d seen the majority of the game, that the major puzzles were solved or almost-solved, and that most of what remained was denouement. With RR, though, I felt like I’d eaten the appetizer but had to leave before the entree.

My compromise is this. I’ll make it clear in my review that this is a great game, worthy of any IF devotee’s attention. Play it sometime when you can really enjoy it, linger over its many pleasures, and let the puzzles percolate in your head. Play it without a time limit. Savor it like I couldn’t today. Don’t let my low score fool you — it’s eminently worth playing, but I saw a third of it, and so I’m giving it a third of the score it probably would have gotten from me had it been the right size for the comp.

Rating: 3.2