Ratings and Reviews by Andrew Schultz

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Living Will, by Mark Marino
5 of 5 people found the following review helpful:
Four people's stories, choose your/their niceness, May 10, 2013
by Andrew Schultz (Chicago)

I think one thing it's hard for traditional parser games to do is encourage experimentation--Inform's default rejections are necessarily neutral yet tough to change. "You can't go that way." "You don't see any such thing."

That's not mind control, and more colorful options would annoy people anyway, but it's discouraging--shouldn't you have known beforehand not to X, or not to fiddle with Y?

Living Will's goal is unstated--maximize your money or, perhaps, your happiness, as one of four people close (or who can claim to be close) to ER Millhouse, a magnate who's made in the Congo with his company Droxol Vox. Each choice you make adjusts lawyer and medical fees, bequests (e.g. how much wealth you get,) DV's stock price, and even which of the four people you can be.

The first few times you'll undoubtedly stumble, but there are enough different ways to play the game, from too nasty to too generous, that you can--by the time you've run through a couple characters--predict how the third and fourth will do. I didn't dig in as deeply as I could have, but the parallel stories don't seem to change the basic facts of the past. You can change people's motives or how they feel now, but understanding the core story appears to be key in getting the result you want.

I'm a bit disappointed this game didn't do better in IFComp 2012, though I will waffle here and say I can't pick a game I'd boot from the top half, which this missed. I gave it a Miss Congeniality vote, though I also really enjoyed the games I tested. Perhaps the period-specific writing turned people off, but it seems necessary, to euphemize the dying man's actions.

Because of this and other things, LW feels a bit esoteric to start, and though it's clearly completeable in two hours, you need to have your thinking cap on to enjoy it, and you should try several radically different paths through before giving up on it. It's a good use of Undum's strengths, with the scoreboard that each move changes and a cool map of Zaire, too.

And any game where (Spoiler - click to show)unless you're very clever, the lawyers get most of the loot, even/especially when they help you rip off other inheritors, gets bonus points for me.

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A Bear's Night Out, by David Dyte
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You Will Select a Decision, by Brendan Patrick Hennessy
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The Presidential Pizza Plot, by Emery Joyce
3 of 3 people found the following review helpful:
If you think you'll like it, you probably will, February 4, 2013
by Andrew Schultz (Chicago)

Twine seems to remove the need to have a map, etc., that more formal text-adventure languages require. This low barrier may lead to a lot of barely-there games, but when it works (as in this game) it -feels- easy and intuitive and has has a high fun-to-text ratio.

You've got only two actual challenges per game, and they're seemingly trivial, which is part of the fun. You have choices like where to throw chocolate sauce at a space pirate or whether to put anchovies or spices on a pizza. These aren't new gags, but they don't have to be. This game combines pizza delivery jokes with some science fiction tropes, and crossovers like this always help keep the old jokes from getting stale. That, plus well paced text (no responses too short or long) make for a successful formula without feeling formulated.

It shouldn't take more than fifteen minutes to get through the whole game, including the amusing "bad" endings, if you're a completist, and it's well proofread and so forth. I even found that the "right" choice (Spoiler - click to show)was mainly trying for the silliest action, because that seemed to be in the game's flow. And it worked.

This game is a bit too short for me to feel comfortable giving it a rating, but there's more than enough there that if you like this sort of thing, you probably will like this game. Given its quality, I'd like to see something more ambitious from this author in Twine, though I also wouldn't complain about several other short games this fun instead.

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Sleuth, by Scott Greig
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The Egg and the Newbie, by Robert DeFord
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The Rocket Man From The Sea, by Janos Honkonen
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The White Bull, by Jim Aikin
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Hoosegow, by Ben Collins-Sussman, Jack Welch
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Kicker, by Pippin Barr
5 of 6 people found the following review helpful:
Being Mark Titus, the game, November 18, 2012
by Andrew Schultz (Chicago)
Related reviews: IF Comp 2012

American football is tough to write a simple game about. Many early computer game tries stunk as One on One: Dr. J vs. Larry Bird soared. Even other Americans are baffled by the men in motions, the Wildcat formation, bubble screens, illegal procedure, or what's the point of extra points, anyway, since people make them most of the time except when they don't.

Kicker doesn't really deal with any of this. It doesn't try to. It's more about observation, without any direct humor. You're probably the least macho player on the squad--a placekicker. His good kicks are taken for granted and expected. He sees even less action than the punter, who is an NPC in this game and who looks down on the kicker less than the linebackers, the special teams coaches, and other people. And it's not recommended he try anything fancy.

So most of the game is spent observing, except for the time your team scores a touchdown or their drive stalls within field goal range (that's the last third of the field) and you're called into action.

The game even has a nice little scoreboard in the upper right, with the field position in the upper left, but the game text doesn't actually show this. I suspect it's a comment on how you're probably wrapped up in yourself.

The game seems totally random as to who wins or loses, but it's more interesting how your teammates try to ignore you or put you down. So actually, instead of going through the game, you're better off just hitting Z.UNDO to see what everyone is doing.

Sometimes the game is a bit too light on detail--it's not even clear if you're a pro or college kicker--and unfortunately there aren't enough scenarios that might make the game more interesting. Merciless undoing seems to show the game accounts for safeties and also makes long field goals tougher and even lets you incur a concussion, and the plays account for when there is little time left. The mad libs for the plays are pretty good, too, although sometimes a (slow) linebacker successfully covers a (fast) wide receiver.

I've probably said more about this game than the author intended, and it's an amusing curiosity. But given how the game started--my team went down 9-0 and I kicked a field goal--I sort of expected a dramatic end. And I think it would be amusing if someone could rig together a string of fake field goals, two-point conversions and so on to try to capture a game's feel and do more than this observational piece.

Given the author wrote a game about waiting in line, I think his game gave the intended effect. Nevertheless, there's the possibility for more, with maybe giving, say, the special-teams coach a turn, though I don't think a text game from a more active player's perspective could be effective.

Also, I really want non-default responses for (Spoiler - click to show)score and any sort of swearing, both of which are integral parts of the game, for better or worse.

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