The Sword of Malice by Anthony Panuccio [Comp05]

IFDB page: The Sword of Malice
Final placement: 28th place (of 36) in the 2005 Interactive Fiction Competition

The Sword of Malice is not a good game, but it is instructive, in that it provides several excellent examples of potential pitfalls that designers can and should avoid. So in the spirit of making these reviews useful, I’m going to look closely at one of those pitfalls to explain what makes it problematic. This is also the moment where I’d encourage the author to try again, but it’s been 19 years at this point, and the IF ship has clearly sailed for Anthony Panuccio.

So let’s talk about randomness. Randomness is one of my favorite things, personally, and it can be put to excellent use in an IF game — random atmospheric messages or NPC behavior, all the way up to random events that can significantly affect the story. But randomness can also be a major source of frustration when it’s misused, and a classic type of that misuse occurs in examining a volume of similar things. This comes up a couple of times in Sword, first in the pages of a diary. Try to read that diary, and here’s what happens:

>read journal
"Day 26 - ...the ritual was simplistic in nature. By simply touching the beast (the rest has been water smudged)..."

>g
"Day 5 - ...I have been caught. On my return trip from the faraway lands, the Altari caught me. Let's hope they do nothing they will regret..."

>g
"Day 5 - ...I have been caught. On my return trip from the faraway lands, the Altari caught me. Let's hope they do nothing they will regret..."

>g
"Day 26 - ...the ritual was simplistic in nature. By simply touching the beast (the rest has been water smudged)..."

>g
"Day 57 - ...the Altari have gone mad! For some reason they have begun ruthlessly torturing me all day and all night. For being such a righteous race that they claim to be, they certainly don't show it. They would seem more at home with some of 'our' prison guards...."

This is not how reading works! Sure, you don’t want to write an entire journal inside your IF game — that makes sense. But in no universe would somebody open a journal, read a couple of sentences on page 26, then flip to page 5 and do the same, then read the same part of page 5 again, then the same part of page 26 (especially if it was water-smudged and unreadable in the first place!), then part of page 57, and so on, randomly bopping around the journal. (I’m simplifying here by pretending each day takes up a page.)

As a player, it quickly becomes apparent that the game isn’t willing to play straight with me, and wants to instead act as though my character doesn’t know how to read good. That could be a character trait, of course, but you have to establish it much more clearly than this. In addition, knowing that the game is picking random entries opens up the possibility that there is key information I need to extract from the journal, but I may not be able to reach it, depending on how the dice fall.

Part of this issue could be addressed by removing entries from the pool of random pages once they’ve been read. But I would argue that even then, this method of reading just makes no sense, especially reading something chronologically arranged like a journal. Randomness doesn’t belong in this part of an IF game. If something makes sense in a sequence, provide it in a sequence.

This issue crops up again later in the game, when the PC is rummaging for supplies before going on a quest. There’s a roomful of potions, and searching them looks like this:

>x potions
Many potions fill one wall of the armoury. You scan the potions and find...

...a "Potion of Cursing". $#%!&$&(*$#*

>get potion
You can't see any such thing.

>get potion of cursing
You can't see any such thing.

>x potions
Many potions fill one wall of the armoury. You scan the potions and find...

...a "Potion of Equilibrium". Your balance isn't that bad.

>g
Many potions fill one wall of the armoury. You scan the potions and find...

...a "Potion of Indecisiveness". Hmmm...to take or not to take?

Oh, okay, so it’s just a bunch of jokes. Except, as I found out after concluding I can’t trust the game and therefore turning to the walkthrough, it isn’t! There is one potion in this random mishmash that is extremely helpful, but the rest aren’t even treated as valid objects. What’s more, though I don’t show it in this excerpt, they repeat just like the journal entries did.

In a way, this is even worse than the journal. It’s one thing to prevent me from methodically searching a book for information, but to prevent me from obtaining a useful item just because I don’t know how to search a pile of stuff and set the useless things aside? No. And the fact that the game doesn’t even treat the non-useful potions as implemented objects at all gives me the clear message that none of them will be useful, which turns out to be false. Designers, please don’t do this. Randomness isn’t completely out of place here, but a) treat objects as real, even if you’re not going to let me take them, and b) don’t repeat objects that the interaction has already established to be useless. Give me enough feedback to keep me searching.

There are many more object lessons (as it were) from The Sword of Malice, but treating them all at this level of depth would make this review much more of an effort than the game earns. (Arguably, it already is.) So I’ll just quickly list out a few more thoughts:

  • Move beyond Dungeons and Dragons. I love D&D — I’m a player and a big fan. But it is its own thing, an established set of mechanics, and your text adventure (short of going full Baldur’s Gate) will never be D&D. It’s not helped by lazy lifting like “wearing full plate armour and brandishing a large polearm” or “The skeleton has 9 hitpoints remaining.”
  • If you’re going to forbid something, give a good reason. Despite being an off-brand D&D simulator, this game will not allow you to pick up weapons, stating, “Swords, axes, polearms, and other various weapons are made available here for acquisition. For your quest, however, you do not need these weapons.” Same thing with armor. This despite the fact that later there is a full-on combat encounter with a skeleton, where I very much could have used those weapons and armor.
  • Have some moral awareness. From the game’s very first word (“War!”), it frames a moral universe in which horrible people are grasping for power, and the PC is one of those people, yet at no point does it seem to subvert that point of view at all, or show any awareness that this is a problematic way to proceed through the world. I read and listened to the history of the PC’s “race”, and said, “We sound like the bad guys.” I wish the game had known that too.

That’s enough. There’s value in playing and reviewing games like this, if only to clearly codify how to do better. But that doesn’t make them fun.

Rating: 5.2