I'd have played Yak Shaving sooner, but for whatever reason, I fixated on that Ren and Stimpy episode I remembered that wasn't one of my favorites. I did not need to read that in text form.
What I didn't realize was that yak shaving had become a general term for the distracting stuff you need to do just to get through life that gets in the way of the big stuff you want to do. And the author relied more on that, and it's more a satire of, well, all sorts of things. There's a yeti and a yak and a corrupt Dada Lama. With a description like "A more or less matching pair of yak's wool socks, size 90," it's pretty clear things aren't at any great risk of going basso-profundo.
YS has two versions, Adrift and Inform, and I preferred the Inform version, being bigger, though it clocked in only at eight rooms. The author had promised some new locations, but some entirely different ones popped up instead. This only adds to the surrealism, of course.
It starts as a tongue-in-cheek quest for enlightenment. An acolyte tells you you can't see the Dada Lama while carrying any possessions. You, in a way, pass the Lama's "knowledge" to the acolyte. Helping the yak helps you unfreeze a yeti. Some items have the sort of uses you'd expect in a silly game. The end is of the "I learned I learned nothing at all, and nobody can" variety. Though it was surprisingly uplifting. Along the way, of course, you bash some zen tropes that have been done to death, but they're rather fun to kick a bit further.
For some reason I built YS up to be more than it was, even though the author generally goes in for shorter stuff (Excalibur excepted.) So it was nice to get around to it. Ironically I may have done a lot of yak-shaving (to use a new term I was enlightened with) instead of playing YSKG, and what's more, I recognized YSKG as a sort of yak-shaving for my own goals of writing text adventures, which have become yak-shaving for writing actual literature. This made me feel dumb and small until I looked through the jokes again. Then I felt better.
THJ is a short reflection on what it means to be happy, or at least to try to be. Of course there are people who will pontificate "don't search for happiness, search for fulfillment/service/enlightenment, etc." These people are tiresome if they do it too often, especially when you are really asking for ways to help certain things make you feel less unhappy. But on the flip side, grabbing it doesn't work. I mean, we don't like it when other people are clingy around us. Not even if we're the mean sort of people who laugh at others for being too clingy. But all the same, we do want to go reach out and find it and save it when we can for a rainy day.
It's hard to capture how fleeting happiness can be, and in this, the two main characters place a happy thought in a jar a day, to take it out when necessary. But when is it necessary? When do we realize we were happy? I know too often I've been captivated by someone who is clever with dialogue, but they were just selling the sizzle and not the steak. And yet -- happiness is that undefinable sizzle. And this shows through in the writing, as small arguments become big ones. You click through to see more text, and it's never clear where the next thing to click will be. Again, chasing happiness, thinking you've pinned it down, and it changes. Until it doesn't and you realize there's no more happiness to chase.
I found this quite an effective way of grasping something that seems obvious when you're five but is confusing now. It's clearly much sadder than SpongeBob trying to explain fun to Plankton, but it does search for things and acknowledge others do, too. And it highlights pitfalls to happiness without pointing the finger at you for falling into ones you should have avoided. It reminded me of the times I wrote something down and was thrilled to, then I worried it might lose excitement to read it too soon, or too late. Nevertheless, the arguments the characters had reminded me of times I was happier than I thought I was and times I convinced myself I was happy when I wasn't. I enjoyed the perspective.
FBS was written for ToasterComp, where the rules were: implement a toaster, and don't call it that. This opens the door for, well, the narrator not knowing what a toaster is. Enter you as Miles, a servant to Friar Bacon, in some unspecified Medieval year. Friar Bungay, an officious chap, tells you to fetch him.
But where is Friar Bacon? Perhaps that's the wrong question. You-the-player, armed with standard text-adventuring knowledge, will probably find the first clue of where he went. He's not in his office.
To find Friar Bacon, you/Miles will navigate a series of anachronisms, involving electric devices we take for granted. This has been done to death in stories or whatever, but it's still pleasing to figure out what is what. The most obvious candidates are electric light and, given the title of the comp, a toaster. Having a simple peasant find electricity the work of the Devil has been done before, too, but having do so from their perspective as the story deadpans away (Miles is very educated compared to his friend and understands the concept of "letters") reminded me how my five-year-old self might've had my mind blown by stuff that people find natural today. I probably wouldn't find it Satanic (well, maybe AutoTune. I did grow up in the rural US, which was big on that whole scare) but certainly a lot would be hard to describe.
Finding Friar Bacon is different from giving a successful ending (there's another funny one where you just flee,) but it really rounds out the story nicely. He and Friar Bungay come across as nasty people, but all the same, I wonder how I would act in their situation, knowing the existence of technology.
FBS was one of those games always on my radar, but I didn't look at it until I replayed My Evil Twin. It has source code included, which ironically was a look into the past from Inform 7 to Inform 6. And it taught me a lot about I6 that I didn't learn, and how simple it was, and if I didn't quite feel like Miles seeing the papers and knowing what writing was, FBS must have put me that much more in the right frame of mind to learn. This probably wasn't the author's explicit intent, but obviously I'm glad it happened, and to drag out an old cliche, the really good games are about more than winning them. (Another well-worn point: this was speed-IF, so there were typos. The author was obviously smart enough to sort them out if he had time, but I'm glad he spent his time actually pumping up the story and game mechanics and allowing interesting alternate paths through. It reminds me not to worry much about the little things, at least starting out.)
The whole experience leaves me wondering what other neat stuff is just out of my reach. It's very good for Speed-IF, with a well-constructed plot and backstory.