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.
If you're a long-time player of IF, you might have skipped this work by Andrew Plotkin, which is typically billed as an "introductory" piece for those new to the genre. If you approach The Dreamhold with this mindset, that's almost certainly how you'll experience it, but that is not all that is offered.
Upon first completing this game many months ago, I found it to be a typical Plotkin work in the sense that it almost flippantly demonstrates the power of top-notch prose and programming to revitalize otherwise stale conventions in the genre, but I didn't see much else to recommend it. The most obvious innovation is the "tutorial voice" (well-covered elsewhere) which earns the work its status as one suitable for novices, but this held little magic to me: first, because I'm not a novice; second, because its success is questionable based on the various online reactions of actual newbies; and third, because this approach has been pushed even further since The Dreamhold was released, rendering it no longer state-of-the-art.
I gave an up-vote to Brian Campbell's IFDB review, decided I had nothing to add, and moved on... until the next day, when, still puzzling over the somewhat cryptic ending and the various loose ends, I started playing again with a walkthrough nearby for reference. Before long, I had experienced many of the hidden nooks of interaction and seen the alternate ending, which was equally cryptic and not particularly more satisfying.
Over the ensuing weeks, however, I slowly came to realize that this alternate ending is not your typical example of branching narrative structure, and that realization is what eventually drove me here to write this.
Most interactive experiences with multiple endings very explicitly present the choices relevant to shaping the outcome as choices; that is they are framed as mutually-exclusive, either-or options that can reasonably be expected to alter the outcome in a significant way. For many games, some or all of these choices are illusory, as multiple branches of interactivity will converge on the same situation again later, but generally at least a few will genuinely change the outcome.
In addition, most games that have multiple "winning" endings are quite careful to remain neutral or ambiguous in the guidance they offer about which branch to take. The signposts are up indicating the forks of the road, but there is no author influence about which direction to take. One reason for this may be that, given the amount of work required to implement the different branches within the game, the creators don't wish to do anything to discourage players from exploring them all in separate playthroughs.
In The Dreamhold, Plotkin does not follow these conventions. Challenging them seems to be one of the key experiments of this work.
With respect to determining which ending the player will see, the important branches in the action are not explicitly framed as choices for the player. Only one branch of action is even implied by the prose, and that path is framed not as one of two binary choices but as the single solution to a particular challenge. These are well-designed puzzles in the sense that they are well-hinted without the solution being immediately obvious, but, for clarity, I will term these the "obvious" paths.
Here is the part that I find fascinating: (Spoiler - click to show)The obvious path (i.e. hinted puzzle solutions) is often dependent on a particular linear mechanic, meaning the solution is driven by moving a world state in a specific direction(Spoiler - click to show). Examples that spring to mind are the puzzle about finding your way in darkness and interacting with the hot springs. In each case, however, there is a corresponding solution using the same linear mechanic, but requiring that the player push the world state in the opposite direction from that needed in the obvious path. I'll call doing so taking a "non-obvious" path.
"Non-obvious" is perhaps not strong enough of a description -- "obscured" might be better. The prose does not hint at this option in any way I detected. The only hint is found in the very nature of the underlying linear mechanic; there is no reason, in the abstract, that the mechanic should not be reversible.
On the somewhat less abstract plane of writing code, the very fact that the author has to program interactions in both directions means that any theoretically invertible game mechanic will normally only have one "interesting" (i.e. story-relevant) direction. Not so in The Dreamhold, where Mr. Plotkin has taken the trouble to create what almost amounts to a secret game accessible only to those who discover the uniquely reversible nature of the puzzle structure.
I want to be clear: I don't think I would have known anything about this "other" side of the game if it weren't for the walkthrough. I feel confident that most of the people who play through this (especially novices!) would not hit on even one of these non-obvious solutions. (Spoiler - click to show)To hit on enough of them to see the pattern, to grasp the... meta-puzzle? meta-mechanic? and work all of the alternate solutions through to the end is asking a lot. In a piece with a significant number of intentional red herrings and dead ends, offering only the slightest and most indirect indications of the existence of the alternate solutions or the fact that associated prizes have any significance (via the mural) can be fairly called unfair. But then again, asking a lot from players is par for the course in much of Mr. Plotkin's work.
So, given the lack of a direct explanation, what's it all about? (Spoiler - click to show)Having mulled over both endings at length, the overarching theme seems to be about the choice of how to use power. The PC has reached the extreme of power within his current plane of existence, and the player's actions drive him towards one of two paths. In the first, via the "obvious" path, the PC continues his attempt to dominate the entire plane. This is perhaps a more dubious endeavor than the PC believes, given that it was an error during a previous attempt that left him in the state in which you find him at the start of the game. In the second, via the "obscured" path, the PC turns that power inward and transcends to a new plane of existence -- beginning anew to start the climb all over again from the bottom. This is the path of legend as laid out in the game world, the path that is perhaps more promising for the PC and more satisfying for the player, since it lacks the malevolent and maniacal overtones of the first path. Of course, the preceding is my own interpretation; your mileage may vary.
As a final note, I think it's worth pointing out that, despite the prose's uncanny ability to make you feel "there" (as Magnus Olsson's review puts it) in terms of the game world, it seems to intentionally avoid trying to do the same thing in terms of the PC's mind. True, the PC quite deliberately begins as a blank slate, but surely some of the previous personality should be emerging as the player progresses through either of the two core collection quests? Given the arguably distasteful nature of the obvious ending, adding an ever-more-megalomaniac tinge to the PC's thoughts would provide some players the motivation to avoid it. This, coupled with a some real hinting at the existence of the second path would elevate the overall narrative structure to a true and conscious choice for the player, which I, personally, would have found tremendously more satisfying. As it is, the effect of hiding the second path so thoroughly is to render it invisible in the course of typical play, leaving the average player with seems like half of the intended experience.
Somehow, I doubt this is unplanned. It seems clear that Mr. Plotkin wants you to work for the extras offered, that this other path (and the resulting opportunity for greater insight into the story) is primarily there for elite players. Whether intended or not, hiding one path results in players being directed towards the other; The Dreamhold does not seem neutral here, even though it can be argued that such neutrality is implicit in a game about unguided exploration of an unknown environment. The counter-argument is that players cannot assume that a work of IF is open-ended -- they are at the mercy of authors to provide nudges about which of the endless possibilities of imagination are realized within the work at hand.
Perhaps Mr. Plotkin thought this all out, and perhaps this is The Dreamhold's central challenge to the player: to make the choice to look for a choice, instead of following the obvious path. If so, the unconventional design is very cleverly and subtly executed, but it's not clear to me why this poker-faced approach is superior to offering additional encouragement (delivered in his deftly minimalist style) to players to discover the alternate path.
In conclusion, this is a game well worth your time, but I do not recommend it for novices. Long-time players who have not yet experienced it should approach The Dreamhold with explicit instructions to dig deep and try to think outside the box of how IF typically works; without such preparation you are likely to miss the aspects of this work that separate it from the pack.
The first and only work ever published by author Brian Uri, Augmented Forth is an astounding debut piece. Coded via Inform 6, its half-a-megabyte source code is a testament to levels of dedication and attention to detail that are extremely rare.
I often comment that a game could use more polish -- not here. Augmented Forth may as well be lacquered! Its interaction is extraordinarily smooth and fairly gleams with charm and wit from every angle. I found myself marveling again and again that the author had covered the situation with some special bit of flair, whether it was one of the many small jokes sprinkled throughout or just a simple variation on standard wording to show that you were still "within bounds" of the planned interaction.
I can't stress enough how impressed I am by this aspect of the game, and this alone makes it worth playing to experience. If you've ever tried your hand at writing IF, you know how much work all of these little details add up to, and my hat is off to Mr. Uri here. The only places I found any hiccups in the flow were in cases where there is a vocabulary overlap between objects that causes undesirable disambiguation requests, a notoriously tricky issue to handle using Inform 6's parse_name routine.
However, having spent some time admiring this beautiful instrument, I was a little disappointed with actually playing it. As Emily Short pointed out, there are "irritating patches, mostly related to the design of the puzzles", places where the expected final nudges (or even telling silences in the form of careful omissions) are not forthcoming, even though I had a partial solution.
Thinking about this, I came to believe that, in such instances, the tremendous level of polish actually works against the gameplay. In a typical work of IF, the "shininess" of world interaction is itself a form of hinting: Often, one knows one's on the right track by virtue of the differences from more general default responses. The richly embroidered surface detail of Augmented Forth magnificently camouflages any such hinting, leaving the player sometimes at a loss to differentiate between threads of plot and threads of whimsy.
Most puzzles are relatively straightforward, sometimes of the physics (or silly physics) variety and sometimes along "hey, let's see if this new spell can do that" lines. There were only a few that didn't work for me(Spoiler - click to show):
#1 the fern -- (Spoiler - click to show)The hinting in the description about it is misleading. This isn't one of those "help the plant thrive" puzzles. (Spoiler - click to show)The responses to basic actions are misleading. They give the impression that you shouldn't be dealing with the fern now (but maybe should later) when it definitely is relevant in the immediate context. (Spoiler - click to show)First, you have to understand the basic goal here, which means you should have already visited the other cottage and gotten to understand its inhabitant a bit. (Spoiler - click to show)The framed music gives a strong hint of the goal here. (Spoiler - click to show)If you want these two to fall in love, the first thing you have to do is get them in the same room. (Spoiler - click to show)She's a bit too wrapped up in her book to move, but he is just waiting at her beck and call. (Spoiler - click to show)What will make her call him? (Spoiler - click to show)Well, he's a butler, what do butlers do? (Spoiler - click to show)Yes, they introduce visitors... except here. Yes, they bring food and drinks.... except here. (Spoiler - click to show)Maybe you've noticed he's really tidy? Might he tidy something up for her? (Spoiler - click to show)Now even if you have the right idea, you're up against a guess-the-verb challenge. Try the most basic verbs. (Spoiler - click to show)Not "spill soil" or "knock over pot" or "throw dirt" or "break pot" (another misleading response)... just "push plant" is the magic command. This particular interaction is so antithetical to the rest of the work's tone that I really don't understand how it was left as is during playtesting.
#2 the safe -- (Spoiler - click to show)The basics here are easy enough to understand, you need to get on the platform to access the safe, and additional weight on the platform sets off a trap. (Spoiler - click to show)No problem, there's a spell for that right? (Spoiler - click to show)Only it doesn't work. Even though there's a presumably heavy safe on the platform, and increasing gravity should add quite a bit of weight. (Spoiler - click to show)Put something heavy on the platform instead, like one of the big books lying around. Again, this one just kind of leaves me shaking my head, as it would be trivial to implement the alternate (and, in this game, perhaps more natural) solution.
#3 Moilan -- (Spoiler - click to show)This one can't be solved until you have made some progress gathering music, so stop here unless you've been to all the initially-accessible places. (Spoiler - click to show)He's a gate guard, and you want through the gate, a common type of puzzle. (Spoiler - click to show)So you have to bribe or divert or disable him, of course. (Spoiler - click to show)You should pick up some clues that he has a favorite kind of food from one of many places. (Spoiler - click to show)Where can you find some of that stuff? (Spoiler - click to show)... that he doesn't eat the moment you try to get it? (Spoiler - click to show)No dice on finding any, huh? Maybe you can trick him? (Spoiler - click to show)Anything that looks like fudge around? (Spoiler - click to show)Perhaps something brown with a thick texture? (Spoiler - click to show)Bring him some mud in the cup. (Spoiler - click to show)You might have to make some mud first, using magic. (Spoiler - click to show)It's a bit indirect, but stand in the Center of Volcano and use "Rainy Day" to cause a storm, then gather mud in the quarry ("fill cup with mud"). Here, the design issue is the very weak link between fudge and mud. ANY kind of relevant hint would have worked here, such as an infinite supply of fudge that he never stops eating (to clue you that getting him to ingest something fudge-like might be possible) or changing his food mania to coffee (especially strong black coffee, sometimes referred to as "mud", and which, unlike fudge, is served in a cup).
Also, I encountered only one bug in the game, but it is something of a doozy(Spoiler - click to show): As Levi Boyles mentions in another review here, in Release 2 it is possible to defeat the obstacle of one puzzle (involving learning a difficult piece of music) by removing it from your inventory via a method other than dropping it. In my case, I put it back on the stand and got the same effect -- being able to play the music without learning it.
Inspecting the source code, this appears to be due to the way it is handled programmatically: An array of booleans is used to track whether you can play a particular song, and the relevant boolean is not set to false for all verbs which allow its written form to leave your inventory. Thus this logic thinks you are still holding the sheet music even when you are not.
Since this is only piece that requires any effort to learn (and the puzzle structure prevents you from having both its sheet music and your trumpet at the same time, so it's the only time when the ability to play a non-memorized tune is meaningful), it probably would have been better to just test the world state directly (is the sheet music in inventory when the trumpet is played?) instead of trying to track this state of affairs with the same variables used to track memorization. Oh, well.
These (subjective) flaws left me with a much lower opinion of Augmented Forth as a game, but your mileage may vary.
Finally, I want to point some special attention to the handling of time in this game, which I thought was very well done. (Spoiler - click to show)Rather than being dependent on turn count or the default clock, time in Augmented Forth is plot-driven, with completion of certain puzzles advancing you to the next nebulous period of the day (e.g. "early morning", "midmorning"). Each advancement is coupled with a brief cutscene, filling you in on activity elsewhere in the game world in a plot arc with which your actions will intersect during the end game.
I don't know if this is the first work of IF to use this particular combination, but the well-written cutscenes together with the loose timekeeping produce a powerful synergy. With the cutscenes decoupled from turn count, the player is in no danger of being left behind by the outside events' timetable. With the resolution of time being so fuzzy, it doesn't seem as obvious that external events are waiting for your key actions (an illusion that the cutscene writing, with its indefinite pauses between scenes, is careful not to dispel). The net effect just seems to work for the purpose of telling the story in the IF medium in a way that is subtle, but wonderful.
Other reviewers have commented on the copious spoofy humor, and I agree that it only serves to add flavor for those who get the reference without excluding those who don't. Sometimes, the touch is so light that you might not even realize there was a joke unless you know what it refers to(Spoiler - click to show), such as the casual mention that you're feeling hungry at the start of a game (very topical in a time when the presence of a hunger puzzle was considered exceptionally stale and bitterly despised). Others are so blatant as to be inescapable today(Spoiler - click to show), like the presence of "Mollug" and a very amusingly-described ring.
All in all, this work is significantly above average in quality and sure to be fun to play for most people. Though the few problems I encountered were minor, they seem terribly out of place in a work that gets almost everything right (from an old school perspective). Consistency rates highly in my book, and these missteps knock off enough of a star to bring it just short of 4 star territory.
As a reminder, my ratings are unusually harsh, and 3 stars counts as a very good game. I would eagerly play another piece from Mr. Uri, should he publish one in the future, and old school fans should definitely try this one if they haven't yet.
This short piece received fairly positive reviews upon its release in 1999, and, when judged in the context of what was available then, I can see that it must have compared much more favorably against the field than it does today. By today's standards, it is poorly implemented, weakly written, and lacking enough positive qualities to outweigh its negatives.
My introduction to this work was via an IFDB poll, the very title of which serves as something of a spoiler for Bliss. As a result, after making my way through the implementation problems plaguing the opening scene, there was little surprise in the revelation that (Spoiler - click to show)All Is Not What It Seems.
Ultimately, this twist is all that Bliss has going for it, and a twist by itself can't provide meaning to this story any more than it does in a typical M. Night Shayamalan film.
The lack of greater meaning is what dooms this piece. The activities you (as the PC) engage in are revealed to have quite horrific consequences, so horrific that they demand more than just simple derangement of the protagonist to justify their commission. If I'm going to find out that "I've" done something as awful as (Spoiler - click to show)committing infanticide, the author better have prepared that ground pretty carefully to leave me with anything more than a sense of revilement and disgust.
Unfortunately, Mr. Wilkin does not. (Spoiler - click to show)The protagonist's home life is shown to be plagued by a drunken, abusive father, but, without minimizing the tragedy of such a situation, it must be pointed out that countless people have lived through similar unpleasantness without being driven to a sudden killing spree.
To make this piece work would have required a) much deeper characterization and backstory for the PC, so that the reader is left at minimum with a sense of pity for him, and b) a substantially more well-thought-out mapping of things happening in the PC's fantasy world to reality. The insult of the baby's death is further compounded by the fact that, apparently, it was unrealistically posed by the author as inexplicably unattended on a city sidewalk in the real world.
In my view, everything past the reading room calls for some well-developed conceptual framework to support the PC's delusion as he flees the asylum. I don't care what that framework is, it just has to attempt to make internal sense of the PC's actions. Does the PC know the shopkeeper beforehand? Does he have some unreasoning fear of babies? Is the victim who takes the form of the dragon someone significant to him?
None of that supporting framework is present. It seems that, akin to the "lazy fantasy" setting that frames the game's opening, it concludes on a "lazy psychothriller" note.
I initially gave this piece two stars, but, upon further reflection, discounting the problematic story leaves only the multiple programming errors, guess-the-verb challenges, and weak puzzles to define it. As such, I find myself left with only a lingering sense of distaste that marks this work as belonging to the "better off avoided" category.
This short piece wouldn't be out of place as an entry in IntroComp, because all that really happens is an introduction to a significant new character and plot development in the story world Müller has invented for this series. The attention of Mr. Blask seems to have improved the overall quality of the result, though the final product is still lacking in distinction as a work of interactive fiction.
As with the original entry in the series, what stands out most are the unrealized possibilities present in the setting that has been created. What little exposition there is hints at a sprawling vision of the Clockwork Boy universe in the mind of the author, a vision that does not seem to naturally fit with the mechanics of IF and which would probably be better served as a straightforward written tale.
Throughout both this work and its predecessor, the elements required by interactive fiction seem to have served only to interfere with the communication of the story that the author wants to tell. Puzzles feel grafted on and are not integrated into the telling of the story. Locations remain so shallowly implemented that they are little more than painted stage backgrounds for the intended events to transpire in front of. NPC dialogue is not implemented in depth, and what's there is so terse and direct that it offers neither the sense of discovery nor the sense of a living conversant.
I say all of the above not as mockery of the author's continuing sincere efforts but to point out that the work required to implement this story as interactive fiction may not be worth it. Think how much more story could have been told if the coding effort required to make this IF were simply put aside!
That said, if there is to be a Clockwork Boy 3, I strongly suggest that the author spend some time considering how to make the medium of IF work for the story instead of against it. The challenges are surmountable, and it would be a true shame if the rest of this vision never materialized in any form.
Intrigued by the announcement that a sequel to a story I'd never heard of had been released, I thought it might be interesting to check out the original.
This turned out to be more challenging than I expected, as the provided download link does not function (apparently due to a bad permissions setting on the file). A little online sleuthing led me to a working download link over at IFWiki, however, so I was quickly off and running.
Playing the role of the clockwork boy alluded to in the title, your apparent task is to reunite your "parents" (a human King and a fairy Queen) who have separated during the long period between when the game begins and the last time you were wound up. The introduction led me to much speculation about what I might encounter: a substantial backstory to discover about what happened while the PC was "off", extensive NPC interaction in resolving the royal dispute, strange and subtle differences between the human lands and the world of Faerie, perhaps even puzzles about how to keep the PC from running down. Instead, I soon discovered that there wasn't much to recommend this work, which, although founded on an interesting premise, offers only a simple, mechanical experience as interactive fiction -- one which does not take advantage of the possibilities offered by its setting.
Implementation quality is fairly low. NPC interactions seem to follow the ask/tell/show model, but the only responses provided appear to be for asking about a small number of topics. The handful of puzzles, such as they are, consist of an arbitrary arrangement of interrelated obstacles that make little sense within the context of the story. Descriptions are flat and generally reference many objects that cannot be interacted with.
In a matter of minutes, I had seen the extent of the tiny world (fortunately just 7 locations, as many room descriptions omit the list of exits) and, while I could see what would need to be done to advance the plot by assisting the queen, I found myself stymied while trying to get a critical item from one of the two minor NPCs. I had a strong feeling of what was necessary, but the game just would not respond to any of the expected commands. Frustrated, I looked for some assistance and found it in the form of the ClubFloyd transcript of a playthrough of this piece.
While my hunch about the solution was correct (including the idea, the verb, and even the required syntax(Spoiler - click to show), which not-so-fondly recalls the era of two-word parsers), the command simply doesn't work in the version I found, so I was forced to read through the remainder of the transcript to see how things played out. The few minutes of gameplay that I missed as a result were on a par with what I had already experienced, and the plot winds up so quickly from there that I didn't lose much.
While I can't recommend this piece as worth one's time as a player, it is obviously the product of a sincere (if minor) effort springing from a well-conceived (if not well-developed) seed idea. I remain curious enough about the sequel to try it, especially given the fact that it was produced in cooperation with another author.
Calling this work a game seems to miss the mark; instead, the overwhelming impression I got was that it is the result of the author's studied effort to learn Inform 6.
In a beginner's shop class at school, the focus is on learning to use the tools to create something basic and functional but not necessarily aesthetically pleasing. This thoroughly pragmatic product is in exactly that style -- a simple scenario, solidly constructed.
I would like to add "with no frills" to that description, but that would be inaccurate. There are, in fact, several frills -- a built-in hint system (which is ridiculous overkill in this context), plus several hidden items and joke responses to non-obvious behavior. The thing is, unless you are perusing the supplied source code, you are unlikely to encounter most of these details; clearly, they were implemented more for the author's amusement than the players.
Even though I don't believe this was a serious attempt to create something entertaining, Perilous Magic is instructive for the aspiring author and worth reviewing simply as a case study to compare the playing experience vs. the code supporting it, especially when it comes to deciding which interaction elements matter enough to be worth the implementation cost. That's a design skill (not a coding skill) that seems hard-won for many authors, but which quickly makes itself evident in the best examples of IF.