The Lost Islands of Alabaz has been out for more than a decade now, and, while it did make a splash by winning the Spring Thing 2011 competition, it seems to have faded into something like obscurity in the years since.
This is a grave oversight.
Michael Gentry's overlooked gem is an exquisitely well-planned introductory adventure for children (or, indeed, for adults sufficiently young at heart). Developing it in the years after his work on Jack Toresal and The Secret Letter, he seems to have been prompted to write this piece as a test of his own insights about how to craft a kid-friendly IF experience.
In the same way that his genre-savviness elevates Anchorhead above the pack, his deep intuition about children's storybooks serves him well here. The very first interaction, the simple device of asking for the protagonist's name, is a remarkably-effective hook for young players, especially as it is phrased ("What is your name, brave Knight?"). Immediately, the player is invited to either enter his or her own name (thereby stepping into the story with an actual identity) or to invent a heroic-sounding name (creating an avatar to embody an archetypal persona). From there, the target player is deftly drawn into the fairytale world that will be the story's setting while at the same time being shown the ropes of interactive fiction. The spare text style of just a few lines to describe each room is appropriate to the genre, won't tax even intermediate readers, and leaves plenty of room for the imagination to fill in the details -- especially after it has been sparked by a few carefully-chosen adjectives. The tropes at play are simple, and the story progresses with a light-hearted sense of fun that is both charming and compelling. In the first few moves, during which the tutorial mode is active, I was powerfully reminded of Infocom's Wishbringer, but it is important to note that this isn't an "old school" style game.
Once again, the author's talent for integral design of the play experience is evident; a few careful changes to the mechanics of interaction do much to set the mood for those familiar with interactive fiction, while smoothing the way for newcomers. The world model is somewhat simplified from the standard: Only four cardinal directions are supported, and objects never leave inventory once acquired. NPCs are talkative enough within the game's ASK/TELL model, which can be daunting for beginners, but implementation of a "topic-prompting" system (similar to that of Lost Pig) and functional combination of the verbs ASK and TELL make it very easy to get started. The SHOW and GIVE verbs also can also be used, a discovery that new players seem to make intuitively once they have had a few interactions with people in the world.
Trig, an almost ever-present sidekick who is the most prominent NPC, arrives early and takes over as the game's tutorial voice after the first few moves. By the end of the first chapter, he stops dispensing tutorial advice, and from that point on he doubles as a hint system. Repeatedly asking Trig about an active problem (as identified in the self-updating journal) will yield increasingly larger hints. It's quite intriguing how this plays out psychologically with young players -- they seem naturally resistant to asking him for help whenever they think it is something that they should be able to figure out themselves, even when stuck. Perhaps this has to do with the way that Trig's personality is implemented; he is somewhat dull, in the style of Trent/Tiffany from the Infocom canon. (The logic seems to be "If even Trig can figure it out, I should be able to!")
NPCs are an integral part of the game. In addition to Trig there are two other crew members, Javier and Zoey, that the protagonist is nominally in charge of as captain of a ship. These at first seem to be information-dispensing cardboard cutouts (the dominant but wholly-appropriate style used in the game), but at several points the protagonist needs to gain cooperation from one of these team members to complete a puzzle. This is a small but important touch, moving them out of the realm of background decoration and into the realm of supporting characters. At least one of these occasions requires issuing a command to Trig, an affordance that might not be obvious to new players but which Trig himself introduces as an optional interaction during one of his last tutorial voice comments.
Although the hint system is in place, it is rarely needed because the puzzle structure is masterfully designed. It works marvelously in conjunction with the game's "journal" system that serves in place of a score. Reading the journal lists achievements that have been accomplished as well as the pertinent puzzles to be solved at that point. The effect of reading over the list is much like a FULL SCORE command without any numbers attached, and it's interesting how over time this creates a sense of progression through the story's highlights without implying a precise measure of how much of the game remains.
Initial puzzles barely count as such, with solutions on the order of opening a container or walking between rooms, but the difficulty level slowly increases over time. While even the most difficult puzzles in the game are on the easier side for experienced players, several are clever in their construction and require small leaps of intuition that are just the right length for kids. Using Andrew Plotkin's definition of a good puzzle as being one that makes the player feel smart, these are very good puzzles indeed. There is also quite a bit of variety to the types of puzzles, including a superb racing sequence that makes for a very memorable action scene (and adds a new companion NPC: the mount, which the player must name). Wonderfully, the puzzles dramatically reduce in difficulty as the plot reaches the top of its arc, allowing for a quick denouement before the sense of victory is lost.
The story's pacing is also excellent. Its structure involves exploration of several islands, each consisting of a small number of rooms (generally 3 to 10) and each relatively self-contained. Access to each island is granted by obtaining one of ten magical pearls, and much of the functional plot revolves around obtaining these. As the range of traversable locations expands, more and more interactions between locations become possible (and necessary to progress). Although the central mystery of the plot remains a mystery until near the end, the player is rewarded with snippets of history that are revealed through exploration. These snippets contrast with the expectations set by the game's well-crafted "feelie" (an almanac of the kingdom written 50 years previously), giving a sense of deep dynamism to a world whose present is generally static. The command GO TO assists in navigation on each island, but it is not 100% reliable, suffering bugs in certain places(Spoiler - click to show) [confused by basket-o-vator, or presenting occasional malformed disambiguation questions] and outright refusing to cooperate if the destination is too nearby. This is another of Gentry's bits of subtle genius; it frees players from long sequences of navigation commands while still encouraging them to create a map of their own, in their heads if nowhere else.
One feature that I particularly liked about this work was that it includes some strategically-placed red herrings in a couple of places. These are items that seem like they could have a use somewhere, but which never actually do. Players are left to mull over these and deduce which items among them are the ones that can actually be put to use. Their presence does quite a bit to vary the pace of the story (allowing for thoughtful, slow-paced experimentation phases) and to engender the sense of a world of possibilities, even when in practice there are few options for progress. They also contribute to the satisfaction of working out the relevant solutions by sorting trash from treasure.
Although a version 2 was released to correct bugs, there are still a noticeable number of typos and a few issues with the interaction. These are minor, and they do not detract from the story. Perhaps these will be addressed in a future release, but most players will probably be more interested in seeing the sequel that is promised at the game's end.
There's something in the alchemy of this work that may particularly appeal to those who enjoy games in the old school style. It manages to retain the heart of some of the best elements of that style while adopting (and adapting) several innovations that inarguably improve the play experience. I'm not sure how well playing this would prepare someone to try older games, which might seem primitive in comparison to this work, but it certainly seems likely to encourage young players to view interactive fiction as a category in a positive light, and that aspect alone makes this a valuable contribution to the field.
This game earns five stars for me, as it has become my first suggestion whenever someone asks for a recommendation for a children's game. If you are looking to introduce a grade school child to interactive fiction, this is definitely the one to try. Even middle school aged children may enjoy it if they can get into the proper mindset -- especially if they are teamed up with younger kids and can help them think through the puzzles. The same applies to parents: It's sure to be fun if played with kids, even if it's not the kind of thing that you would choose for just yourself.
Simon Deimel's Enigma starts out like an off-kilter version of "Hello, World" for Inform 7.
You start in a room frozen in time, and the whole game plays out as the protagonist's experience of a single moment oriented around one decision(Spoiler - click to show): to shoot or spare your best friend. Starting with only immediate sensations, you must build a chain of association between memories and perceptions that let you come to a realization about the truth of the situation you are in.
Exploring a memory may let you perceive things more clearly. Exploring a perception may trigger a memory. On occasion, a threshold can be reached that allows a kind of breakthrough into new conceptual spaces. Sometimes memories or perceptions will be enhanced, providing a more connected impression over which to mull, so you must return to a topic to see how new scraps of information fit into it. The text is delivered in a fast-paced, heart-hammering style that seeps into your attitude and keeps you rapidly typing until you arrive at the conclusion.
There are really only two verbs that make a difference(Spoiler - click to show): 1) "examine" and 2) "remember" or "think about". If you somehow get lost, the "hints" command will offer specific topics for introspection. This is probably not a good thing to use as a first resort, but it's helpful on a second run through.
It's really quite remarkable that Mr. Deimel has managed to create such a compelling experience out of such a small range of action, and the extent to which he has achieved this speaks to his creativity in developing and executing the concept. While he notes in the post-game INFO block that the basic concept is not new, it was new to me.
From a technical standpoint, the execution is good but could use a bit more refinement to reduce repetition of certain topics and smooth the experience. As a player, it's sometimes clear that you have hit a dead end, but it's also difficult to ascertain which topic will advance the situation without resorting to hints. Perhaps a routine that would "auto-associate" previously-explored topics that have been updated due to new information after a certain number of turns?
On the other hand, the sense of urgently and repetitively reviewing bits of experience very much conveys the mindset of the PC, and perhaps it enhances rather than detracts from the play experience overall.
From a writing standpoint, there are opportunities for improvement(Spoiler - click to show)-- for example, it's not made at all clear what drove Tim over the edge, and this leaves the whole scenario feeling a bit forced. Then again, it's not always clear in real life, either, so perhaps that's intentional.
In addition, although I liked the writing style, some additional work to smooth out the line breaks when reviewing the scene would have greatly improved the impression of a fully completed and polished work.
Overall, a good comp entry and an enjoyable short work. I look forward to more from Mr. Deimel in the future, and will be interested in exploring some of his past works.
This slightly silly (but highly enjoyable!) piece by Ryan Veeder is perhaps inspired by Rosencrantz and Guildenstern Are Dead, as its story is built around the escapades of two minor characters from his previous work, Taco Fiction.
I came across this work first, then later played Taco Fiction to compare. The two are not related in any meaningful way, so perhaps it's not really appropriate to think of Dial C for Cupcakes as a sequel. Certainly, this piece works well on a standalone basis.
The first act of the story seems almost conscientiously designed around exercising some of the latest features of Inform 7, specifically the ability to do floating point math and to switch the perspective and tense of rendered text. Once the exposition is done, however, it settles into a more typical style of interaction, in a scenario that poses the question: Just how far are you willing to go for friendship, justice, and/or frosting?
The second act is well-paced and entertaining, and it does a good job of demonstrating how careful design of NPC interaction can provide an appropriate level of satisfaction to the player without demanding too much from the author.
With a semi-realistic setting and a story that gives license to be somewhat mischievous, this is one of those pieces that probably has broad enough appeal to hold the interest of casual mainstream players -- or even those new to interactive fiction. I'll be adding it to my short list of recommended pieces for those just trying IF, and I would definitely point it out as a great seasonal piece around Halloween. While it might not quite be kid-safe (since an understanding of certain adult motivations is necessary to complete the story), it's certainly no worse than PG.
This decade-old SpeedIF entry takes only a few minutes to complete, and is not a fully-developed work by any means. Still, it seemed worth it to put together a quick write-up, since it demonstrates a narrative device from which would-be authors can learn.
The interaction here is done in the style of a combat scene in a typical war movie, though the setting is a strange blending of fantasy and modern (or possibly sci-fi?) tropes. The action starts in media res, with you pinned down, low on ammo, and basically doomed.
What's interesting here is the way that you, the player, are not given a complete description of your environment; instead, significant new elements are injected serially over the course of several turns.
This is a clever trick, in that it takes advantage of the deeply-ingrained player's instinct to examine everything new to encourage him or her to "play along" with the developing narrative. (A similar "pointillist" style can be seen in Ashwell's Ugly Chapter, but in that case it is used more for the background than the foreground.)
While this piece is almost over before it has begun (it only lasts 10 turns or so), and there doesn't seem to be any possibility for meaningful interaction with the scene playing out, I was struck by how cinematic the sequence feels. Forcing the player to constantly reorient to the PC's situation this way seems similar to the technique of fast panning used in cinema to draw the audience "into" the action.
(Note: Would-be players are well-served by other reviews; this one is for would-be authors.)
There aren't really that many works of horror IF. Well-known works are fewer. Award-winning works pretty much come down to a handful, with Anchorhead being the first and only for at least a decade.
What makes it so hard to write horror IF? My usual argument is that it comes down to the problem of controlling pacing, which is critical to building the player's mood, and which is extraordinarily difficult to manage with the toolkit of interactive fiction. Control it too much, and the player is likely to feel "railroaded" and thus cheated of the promise of interaction. Control it too little, and the player will inevitably dawdle and poke about in the world you've built, which has the effect of constantly draining away the tension that you're trying so hard to keep on the rise. The player may enjoy bits and pieces of the experience but will not come away with the whole you envisioned.
Mr. Gentry seems to have very consciously grasped the challenge here and created a number of subtle innovations that go a long way towards overcoming both it and other obstacles to translating the methods of horror into IF. It is well worth examining these innovations in detail to try to understand what they solve, how they work and how they might be improved.
Anchorhead is patterned after the works of H. P. Lovecraft, which typically feature a protagonist who, beginning in a relatively humdrum setting, discovers previously-unsuspected horrors and subsequently struggles (often unsuccessfully) to retain his sanity as he grapples with the redefinition of his reality. In following this formula, it is first necessary to establish a starting point of normality, and Mr. Gentry clearly went to great lengths to do so. The "normal" presented in this work differs significantly from what is typically found in interactive fiction -- it's closer to actual reality in several ways.
First, as Emily Short notes, Gentry's prose offers players a multidimensional sensory experience that is far above-average in its quality, and which is delivered with amazing grace and economy. Not just sight, but sound, smell, touch are all intertwined throughout the room and object descriptions. The work that went into all of this writing was enormous, but with it Gentry achieves an important goal: As a player, you feel much more immersed in the environment than you would in most games.
Second, there are nuances of interaction that faithfully mimic the mechanics of reality in ways surprising to long-time players. Most notable here is the implementation of a model of the PC's hands -- the game keeps track of how she's holding her inventory and interacting with objects, causing failure of some actions when neither hand is free. While this level of realism has the potential to be a major annoyance, Gentry's coding skills ensure that, for the most part, you won't have to worry about it, as the PC will automatically shift things around on your behalf. The mimesis is somewhat broken here by the presence of a "holdall" object with unrealistically large carrying capacity, but since inventory limits are anathema to most players, this is an acceptable tradeoff. From time to time, the lack of free hands or pockets asserts itself in a realistic manner, once again reinforcing an underlying normality that brings you another step "into" the game world.
Third, again surprising, is the implementation of the weather. The game's storms are almost as annoying in Anchorhead as they would be in real life, prone to interfering with your inventory in ways which, though not hyper-realistic, manage to catch the essentials of the situation(Spoiler - click to show). That hurricane lamp you just walked outside with? It's out. That box of papers you had? Well, you still have the box. A well-implemented umbrella, working in conjunction with your hands, deals with most of the hassle, but Gentry has cleverly managed to make it just real enough that you have to worry about it as a player, elevating it above mere background description and again forcing you deeper into the PC's situation.
Fourth is the implementation of NPCs. I agree with Peter Pears that this is an exceptional example of the potential of the ask/tell system in the hands of a good writer, which makes talking to people feel like real interaction. The topic depth here is again evidence of hard work done with great skill; NPCs respond to topics that many players might not think to ask, if they haven't been paying attention to all of the minor details presented elsewhere in the game. This has a positive feedback effect for you as the player in that you are rewarded for making these connections in a way that does not affect the game's playability but once again draws you further "in". (Incidentally, this is a great variation of the "show, don't tell" technique for confirming the player's understanding of the situation, as such connections are rarely noted by the PC.)
Last but not least, the handling of the PC strikes an excellent balance, leaving enough AFGNCAAP-like interaction to allow anyone to project themselves into the lead role while retaining a narrative voice that colors the whole experience in a meaningful way. From time to time, the PC's mentality injects itself unobtrusively into the game, always in a way that reinforces immersion and enhances the player/PC connection(Spoiler - click to show). I am especially fond of the PC's unwillingness to go to sleep with the doors unlocked the first night in the house. Though it means having to get back up, put your clothes on, go downstairs and deal with it, it also makes sense that the PC would be too agitated about the situation to go to sleep without doing so, and I love how it's presented as though you simply forgot to do this -- even though wandering around leaving doors open is perfectly normal behavior in most IF. Again, this is a very restrained and subtle reinforcement of the game world as "real" that is amazingly precise in that it doesn't quite annoy you as a player.
These efforts to enhance reality don't really affect the gameplay very much, but they do affect your experience as a reader. After investing a lot of work to align the player's perceptions and mindset into an expectation of realism, Gentry is able to start introducing the surrealism that is the backbone of Lovecraftian horror. Gentry's success in this effort springs from the insight that underlies the Lovecraft quote which opens the game: "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
Mr. Gentry's first key perception was understanding that the right place to develop tension is in the mind of the player, not the mind of the PC. Despite the trials of the experience portrayed, the PC has almost no observable emotional reaction -- if there is an emotional reaction, it comes from you, and it's achieved because the player/PC identity alignment has been so carefully managed. As the situation becomes more desperate, the PC becomes willing to do things that either explicitly or implicitly would have been balked at normally(Spoiler - click to show). Examples: stealing her husband's faculty card, spying on her husband, "hacking" his computer, stealing the mechanic's key, crawling through sewer pipes. Since many of these actions are necessary to advance the plot, in effect, the way the PC's reactions are modified to suit the mood that has been targeted almost acts as an emotional puzzle structure that ensures you feel the way Gentry wanted you to at each point(Spoiler - click to show). I say "almost" because not all of these actions are necessary to "win" (though they are to achieve maximum points).
Gentry's second vital intuition was in understanding that the way to keep the tension from dissipating is, unintuitively, to build it very slowly. Since no number of exclamation points is sufficient to induce a surprise reaction in the player, Gentry instead uses the technique of scattering numerous small clues to the central mystery throughout the game world. As Peter Pears phrased it you build your understanding "piece by piece" from these brilliantly interlocking clues in a way that makes your uncomfortable comprehension seem to well up from the dark recesses of your own subconscious instead of being handed down from above(Spoiler - click to show). I particularly like how this technique interacts with some of the "red herring" ideas introduced during the library research portion. As a player, you're not sure which to expect to materialize in-game. Notably, there are multiple clues for key information, making these realizations easier to achieve for the player and reinforcing the realism style. Even more notable is Gentry's craft in writing some of them. The "visual" clues (Spoiler - click to show)(i.e. the paintings in the gallery) are so well-written that I can recall them to my memory as though I had seen an actual image.
Overlaid onto the plot is a well-formed "scene" structure that divides the game world both chronologically and geographically. While the division of time into day and evening cycles is a bit too crude to be completely believable(Spoiler - click to show)(see Brian Uri's Augmented Fourth for a similar but more granular and thus more effective treatment), large portions of the game world are only accessible during certain times, giving a very dynamic feel to the story compared to games that depend solely on spatial barriers to enforce the plot structure.
In addition, there are a few timed or "action" sequences sprinkled throughout the game to add variety to the pacing. With respect to these, I found very effective Gentry's technique of giving the player the opportunity to explore certain spaces in advance of action sequences that would take place in them. The first time you are in an area, your exploration (unrestricted by time) advances your understanding of the plot. The second time there, the application of timing restrictions seems perfectly fair, as you've had a chance to develop the knowledge needed to "survive" them and your attention is not diverted by the need to explore the environment(Spoiler - click to show). My personal favorite example is the slaughterhouse scene, in which the two modes occur back-to-back in the same area. It is a vividly cinematic sequence, though it is marred by the rather ludicrous (if effective) presence of the crayon drawing and inconsistent use of the verb "hide".
As a last note of praise, I admired the way that the author found a couple of interesting ways to discomfort long-time players via subtle manipulation of expectations(Spoiler - click to show). Example: The fly in the real estate agent's office is a persistent presence in the prose, but can't be interacted with as an object. It's irritating and disquieting since generally for IF prominence in the text equates to prominence in the object structure. Example: The inability to explore the house due to darkness on the first night. A touch of pseudo-realism that doesn't quite fit in the typical IF experience -- having gained entry to the house you, as a player, expect to get to check it out. I think it is small details such as this that left me not quite knowing what to expect from the rest of the story while still feeling grounded within it. This slight disorientation is the mark of encountering something new (which is very, very rare for long-time players), and that, more than anything else, is what makes this work stand out in my mind.
All of the above is not to say that Anchorhead is perfect. I actually felt that the introduction (pre-arrival at the house) was quite poorly done. I had tried this game before and put it aside after 50 moves a couple of times, but this time I gritted my teeth and powered through it -- and I'm very glad I did. In addition, there are quite a few small bugs and places where the polish wears off towards the end of the game(Spoiler - click to show). For the nitpickers interested in a tour of these inconsistencies in the otherwise very high implementation quality:
* There seems to be an unintentional "last lousy point" issue due to a sensitivity to the order-of-events between researching birth and death dates and reading about the Verlach family in the library book. If you read the dates first, you make a connection and gain a point when you read the book, but not the other way around.
* Messages about flute resonance can sometimes call both columns the "right-hand column" in the mound.
* The madman in the asylum mimicking your voice doesn't seem to work correctly. I got garbled text that I am fairly sure should have been repeating back what I had typed.
* The way the magic word "ialdabaoloth" is handled is problematic; quotes don't work and the failure of commands like "say ialdabaoloth" and "door, ialdabaoloth" make it an unintentional guess-the-syntax puzzle.
* Examining the lighthouse after it is destroyed shows it still "there" from multiple vantage points.
* Trying to push William off the bridge gives a default politeness-based refusal that definitely does not fit with the situation.
* The bum's corpse still seems to be treated as animate after his death; you get default NPC responses for many interactions.
* Michael's corpose seems to be absent as an object.
* The luggage default message stays the same no matter how crazy the situation gets. So does taking a bath.
* Automatic key logic doesn't take into account keys not on the keychain -- very noticeable in the madman chase scene.
* There are a few disambiguation issues in conversation topics, e.g. "the book" or "the professor".
Beyond these, there are some places where design choices seem antiquated today even though they are closer to the norm for 1998:
* gratuitous mazes, though small and at least one can be bypassed
* darkness in the hallway during the madman scene; this turned into an annoyance for me and screwed up the pacing of the scene because I didn't have a light source, though this doesn't seem like an intentional "puzzle"
* the torn square of canvas being semi-hidden though it would clearly have been visible to the PC is strange and requires a careful search in a sequence otherwise oriented around a fast escape
* the climactic puzzle with the mirrors has many problematic details (Spoiler - click to show)(Why can you only mess up a replacement? Why doesn't Michael/Verlach notice the label on the replacement mirror? Why can't you "touch mirror" with an oily finger to get the same sabotage effect?) and definitely took a walkthrough for me
. Most likely, this is due to the scale of the work being so large that a) Gentry's skills in writing and coding improved over the course of its development and b) playtesting to perfection would take more hours than were available from volunteers. Space constraints may also have been a factor -- this work was developed pre-Glulx and must have stretched the limits of the z8 format.
Perhaps the greatest criticism I can muster is that Anchorhead very nearly succumbs to the pacing problem that kills so many attempts at IF horror. This is most obvious during Day Three, where I wanted STORY, not puzzles, and my patience for them was wearing thin enough to start consulting the walkthrough.
My natural rating for this work would have been 4 stars, or "exceptional" by my scale. I'm compelled to give it 5, however, because, in my experience, it is the king of the genre, far surpassing its Infocom-produced cousin, The Lurking Horror.