RenFaire medieval with an anime flavour; textdumps abound, there's rather flat humour and a great deal of bishounen faerie mages kissing. The world is full of sparkles and flowers and pretty details. Even if this isn't really your thing, it's an unusual style for IF; the world feels oversaturated as a Technicolor musical. What starts out looking like a standard-issue D&D quest turns into a grand struggle between high-powered mages... or, well, that's the idea.
Gilded is mainly of interest because of its horribly overpowered magic system. The player can shapechange at will, but this is the easiest aspect of its design: you can also magically create and summon objects. This would suggest a creative, simulationist approach to puzzles, but... well, imagine Scribblenauts with a plot, an antagonist and an expansive setting, but without clear, limited objectives. Now imagine it as implemented by a single author of moderate ability. You can create or summon virtually any object, but the game almost never understands the implications of this. Your antagonist is digging a hole; you summon his spade, and he keeps right on digging. You can summon the pants off NPCs and they carry on regardless. And sometimes the system just fails entirely. You're faced with an impossibly vast array of options, almost none of which do anything significant.
This is compounded by writing that doesn't always successfuly convey what's going on with the plot. The result is something that relies on read-the-author's-mind, that's near-unplayable without a walkthrough and difficult even then. Gilded isn't exactly a work of mad genius; its core mechanics are all old ideas, just hugely overextended. But it has a strange charm, and its design is a useful cautionary tale.
An impressive piece of work: although its core appeal is probably limited to nostalgia-addicted baseball nerds (a category which, as far as I can tell, makes up about 99.95% of baseball's fanbase) it succeeds in emotionally engaging people who don't know or care about baseball and are never going to.
The game recounts a famous 1908 screw-up that defined the career of Fred Merkle. From the outset, in no uncertain terms, you're informed that the disaster is coming and that it will scar your life. Yet you still keep working towards it, through a difficult commute and an indecipherable morass of baseball terminology. The game is broken up by flashbacks that imply the main story is just a flashback. There are obvious debts to Photopia and 1893: A World's Fair Mystery; one could choose worse models. It seems diligently researched.
Bonehead has a number of conflicting, emergent morals, some of which the author certainly didn't intend. The point could be that Merkle was a clueless blunderer, only barely holding on moment to moment, and some horrible mishap was inevitable; this comes out of gameplay, and contradicts statements that Merkle was actually pretty savvy. Another is that Merkle is a sort of sticktoitive hero, unable to give less than his all even when it leads to his destruction; this feeling hangs around the story even though it makes no chronological sense. Another, probably closer to the intent, is that even solidly competent people fuck up all the time; whether a fuck-up goes unremarked or haunts you your entire life is largely a matter of luck.
Bonehead's main flaw is a tendency to cheesiness that it can't quite sustain; there's that historical-fiction thing where you always meet significant historial figures who are just now thinking about something that will ring down the ages, and there's a Hollywoodish moment of Touching Redemption. Overall, though, a really strong debut.
A just-so story: an author has some small children. Every night, at bedtime, he sits down with them and invents another installment of an ongoing story. The children chip in with suggestions. The story they tell has a lot of problems -- exactly the sorts of problems you get with stories told off the cuff. It's mostly a series of fragmentary set-pieces, it's heavily derivative, it lacks cohesion, there are a lot of loose ends that never get tied up; the stories are mostly unified by a broad setting and recurring characters. The children don't care about any of this, because they're sharing a story by their dad. Later, the author assembles some of these stories into an IF game, designed to be accessible to children. Whether this actually represents how Alabaz was written is irrelevant: it's very much how it feels.
The plot: you are an Everyman child hero, tasked by the fatherly but inert King of Alabazopolis to reunite an archipelago-kingdom sundered by mists. To do this, you must take your child-crewed ship, explore the islands and recover magic pearls; there's more than a touch of anime about the scenario. Its strength is in its set-pieces, which include plenty of strange and striking imagery. (Some work much better than others.) The novice-friendly design is a more questionable virtue; the influence of casual gaming is obvious, with heavy-handed pointers and showers of achievements, and a character whose main function is to follow you around dispensing tutorials.
Despite this, Alabaz is consciously old-schoolish; it's a substantial size, and there's a lot of Zork and Myst here. As a game for children, its worst structural flaw is that it's a big-map game that's designed in ways that make travel very tedious, even when you've solved all the relevant puzzles. Apart from this, the puzzles are solidly designed and appropriately easy; but I think that this was intended as a game to be played over many evenings, which is hard to do with easy puzzles. The tedious navigation fills that gap.
In terms of content, there's a sort of uneasy dissonance that a child might or might not pick up on: it's a world where adults behave like sulky children and children behave like responsible adults, and it's also a world that promises heroism but fails to deliver, because heroism requires real monsters, and in Alabaz all apparent monsters quickly turn out to be paper tigers. The game seems designed for very small children -- too small to cope with very much conflict in their fiction. I can't say how well it'd work for its target age, but there's a great deal that makes this translate poorly for adults.
I suspect that children’s literature is best written not by a doting parent -- someone who primarily wants a safe, clean, improving world for their children -- but a crazy uncle, someone who wants to entertain, inform, subvert.
A children's game that sets out to teach the importance of hard work, promise-keeping and the total inflexibility of social obligations. It's painfully earnest, cheerful but oddly joyless, and it ends up badly botching the moral (in a way that leaves a lot of players drop-jawed).
Wil, nine-going-on-ten, lives in a rural village under a curse of perpetual winter. Most of the game is about doing chores for the local artisans, and at first it seems as if this will entail some rich economy-worldbuilding; but this never gets very far, and ends up feeling incomplete and inconsistent. The villagers are uniformly cheerful and pleasant, but the world feels grim and cold; the chores are mostly fetch-quests, and the game runs somewhat slowly, so navigating the large map can feel very much like trudging through ankle-deep snow doing a job that somebody else cares about.
There is potential here; there were plenty of things that caught my interest that were never fully developed, and the game's basic structure and implementation is competent (if not hugely exciting). It's appropriately easy, and (with some minor exceptions) bug-free. Its failings are mostly quite high-level intangibles: the delicate matters of pacing, engaging gameplay, tone and theme. Still, I would not recommend this to a child -- not just because of its stark and bungled ethics, but because it never really gets to the fun part of a proper child's story, the part where the child breaks the rules and gets to have an adventure. (Spoiler - click to show)At one point Wil stumbles into a supernatural realm, the Valley of Perpetual Summer, and meets a fairy girl. Almost immediately, he leaves -- he has to get on with his chores.
A work of spectacularly ill-advised genius, packed with horrible, horrible design decisions but still pulling off some excellent ideas.
It's really four games, rather tenuously linked. This is not a terrible idea per se: if it had been called When Help Collides And Other Stories, no problem. The trick is that the first, When Help Collides, dispenses the codes required to unlock the other three when you win it. When Help Collides is a clever idea, but the implementation is disastrous: a smorgasbord of unintuitive new verbs combined with very low levels of feedback and a lot of death. But the codes are available from an accompanying file, which meant that it seemed pointless anyway -- except that getting the codes the hard way is necessary to make the games cohere. So. Yes. Horrible decisions piled on top of each other.
Of the remaining three games, Level 50 is a game about heroic-fantasy RPGs, and more or less forgettable; Parched Mesa is a too-brief horror Western; and A Bleach of Etiquette, the notable one. It's an organise-your-training-calendar game about a (somewhat alternate-world) geisha; in a week you have to brush up your skills enough to pass your Geisha Exams, or use patronage to cheat. The writing's strong if terse, and the game's strategic core makes for an engaging, deep puzzle; worth putting on the shelf beside Textfire Golf. It's still heavily flawed: the interface is awkward, it doesn't have enough hand-crafted content, and it's somewhat offensive.
More than any other IF work I've played, The Baron's reputation precedes it. I knew that it was going to be pretty dark. (Spoiler - click to show)I knew that the protagonist was going to be loathsome. I knew that sexual child abuse was going to be involved. The game itself does a thorough job of warning you about it. So I wasn't shocked by any of it -- but it's still a very powerful piece.
The Baron could have been rendered, without losing very much by way of interactivity, as a CYOA. Virtually all of the significant interaction comes in the form of menu choices, and the elements that are not menu choices could have been trivially rendered as such. It's almost stateless. By a formal definition of IF, it isn't much of a game. But the expectation of inhabiting the world, IF-style, is a very powerful tool for identifying with the protagonist. The danger of a ream of menu choices, particularly if they're tough or uncomfortable ones, is that the player will detach and be pushed out of the world: which defeats the entire point of rendering serious material in an interactive form.
The Baron is not particularly striking in the questions it poses: it's striking in how it builds up to those questions. A lot of this is independent of the IF/CYOA distinction: it's the Socratic method of framing questions in different ways in a particular order. But a list of checkboxes is easier to blank out than a world that, it's implied, you are going to have to live in. An IF world is one in which you have to engage -- there's a genre expectation that close reading is going to be required to negotiate the world.
It's not perfect; the detaching effect of multiple-choice isn't entirely eliminated, and the pace is quite rapid -- which makes the developing plot less predictable, but also means that you never have to live long with any of your choices.
Heliopause looks, on the surface, like far-future SF. It's a veneer. A very good, lovingly crafted veneer, rich with knowledge of astronomy and the knowing evocation of tasty SF tropes; but the heart of the game is fantasy, and this is understood, and it's very adeptly handled.
The framing of the story makes it clear that we're dealing with a tall tale, a reliable signal not just of narrative unreliability, but of entry into realms of Story where versimilitude is beside the point. The threefold repetition, the fisherman's-wife motif of a fourth greedy wish cancelling the previous three, the three gifts whose use emerges only at the moment of crisis -- these are solid motifs of the fantastic, and deftly employed. The protagonist gives lip-service to the idea that he's collecting stuff for its unique scientific properties, but really what's being sought isn't something with a technical application so much as Herodotean wonders.
SF treats space as a rational quantity to be managed in some way or another: an ocean to chart, a frontier to advance, an empire to administrate. In Heliopause, space is the Great Forest of Arthurian knight-errant and Grimm fairytale, or the ocean of the Odyssey: anything might be encountered there, but you won't be able to plot it on a map. The principal controls, which you're given enough time to figure out intuitively but not enough to really master, feed into this feeling, as does the low-level approach to scenery; the standard IF game encourages a rather Aristotelean, sift-through-lists approach to one's surroundings, but this feels more like fable than fieldwork. The problem with this in a game context is that things end up feeling quite linear; the sense of vast possibility in the early stages gets closed down towards the end.