This is a miniature piece of political satire. You play Officer Cubby, the cuddly police bear, whose tolerance is hard tried by anti-capitalist protesters. How much can he bear? Can he stop from going bear-serk?
Though belonging to different ends of the politicial spectrum, "Police Bear" nevertheless has a few things in common with "Burn the Koran and Die": both are very short, on-rails pieces, whose whole raison d'être is their respective satirical political points (which are quite clear from the beginning); I guess "Police Bear" can be just as offensive to some who don't agree with the tendency of it as "Burn the Koran and Die" was to everyone who didn't agree with its tendency (after all, people can take offense at anything); I certainly hope "Police Bear" is objectively no less unfair than "Burn the Koran and Die" was (or the future bodes no good for the USA); and -- oddly -- both games feature a policeman as the bad guy (a fact I know not what to make of) ...
Empty Rooms is a storyless wandering through a series of nearly empty rooms. The goal of the game is simply to find your way to the next room.
Notwithstanding the game's claims to the contrary, it's neither a maze nor a tutorial, however. The complex of rooms you wander about in are unambiguously mapped, so it's not a maze but a dungeon; and though the author has obviously wanted the game to be very friendly to players new to IF, it won't really serve as a tutorial game.
The tutorial part is actually restricted to the first few rooms, where the game tells you how to pick up things, move to new rooms and examine things (though it tells you nothing else, like how to take inventory). Even after this tutorial introduction the puzzles are very simple, though, and the player is at times guided through them by prompts such as «You should maybe try to “kill” the rat». It is a smooth passage through these empty rooms - at least till you get to a room with a lever high up one wall, which you can and cannot reach: i.e. you can PULL the lever (nothing obvious happens), but if you try to SWITCH it you're told that it is out of reach. ((Spoiler - click to show)You have to SWITCH it, but that won't work till you bring the right thing to the room.) The solution to the following, and last, puzzle is pretty arbitrary as well and not too obviously clued.
For the author's next game I hope for a little more proof reading and lot more beta testing—as it is, things you have taken or eaten appear in room descriptions, though they are no longer there; you're told your backpack can't contain things, although you need it to carry large things around; one room has four doors, but you're not told what door leads in what direction (and the tutorial has only told you how to move in compass directions not that it's possible to ENTER doors); you can't interact with people you meet, because you can only do that to something animate; etc.—that and some modicum of plot, characterization, formal structure or other device to hold your players' interest, especially if the next game is meant to be longer than this very short one.
The Empty Room is is a short game, way out at the crossword end of the IF-spectrum. There’s hardly any story to it; indeed, it's a single multi-step puzzle. You find yourself inexplicably imprisoned in a perfectly empty and totally white room, where, at first, you can't even make out where floor and walls meet. You yourself are quite as characterless as the room—but as this is very much a mere game, this doesn’t trouble the NPC very much and need not trouble the player at all.
Your task, obviously, is to get out of that room; your means to that end is, to begin with, to examine whatever may after all be supposed to be examinable in that room. Gradually, your searches will uncover details about your environment and start to reveal hidden contraptions that you have to operate in the right way finally to find a way out of your prison.
As soon as the room is no longer perfectly but only almost empty, the player probably makes fast progress, one thing leading to the other in fairly obvious ways. As the strange devices hidden in the room start to interact with each other, things get less obvious. Make sure that you examine and re-examine everything, reading and re-reading descriptions carefully!
The puzzle of the game is solved in a large number of small independent steps, so the player keeps making progress at a rate that, though decelerating, still suffices to reinforce playing behaviour positively. That helps, for some of the steps to your way out you probable have to stumble upon by chance. I did not find that seriously frustrating, however, since the room is never crowded with things and there is ever only so many actions to try.
Also, the game plays with the ‘counterpart’ idea that you find in several recent games (notably Plotkin’s Dual Transform). The room and its contents has each its counterpart, and sometimes some things can only be made to happen to things in one room by manipulating counterpart things in a counterpart room.
If you need a short game to satisfy a casual puzzle craving, finding your way out of this empty room may well do the trick.
As the author makes clear on his website, this is a nongame “about existence and Korea” .
You are presented with a photograph (nice and competent photography by the way) and a written description of ten or so Korean scenes: a street lined by cherry blossom trees, a temple spring, pots full of kimchi, kids playing baseball etc.
The writing ranges and changes (more or less abruptly) from the lyrical through the whimsical to mere statements of facts about the country. Mostly, though, Korea is viewed in this work through a lens of wistful memories that lend the country a magic feel.
The description of each scene usually ends with a couple of suggestions about possible ways to interact with it. These suggestions make it clear that interaction is not limited to the realistic: you can fly, climb into kimchi-pots like some ten inches high Alice, dance in the sky, etc. The possible interaction is, however, not at all limited to the suggested actions, and the author seems to have taken particular care to ensure that the different senses are implemented: you can smell, touch, listen to and taste most anything.
However, there really is nothing you're required or even supposed to do. You just explore the scenes, for as long as you please, trying any commands you can think of. And then, when you feel you have done with a certain scene, you type LEAVE (or any compass direction) and is automatically transported to the next scene in the series.
The sequence of scenes is predetermined, but I don't think there is any intended progress in the series (though peopled scenes come at the end of it).The scenes seem largely independent of and unconnected to each other.
There is a vaguely nostalgic feel to much of the work, and the author’s love for Korea shines through clearly. However, it all lacks a sense of direction. In the end, it really doesn’t say very much about either existence or Korea.
The lack of direction to the piece makes it a little like watching slides of your neighbours’ recent trip to Korea. Only, the pictures are seriously better than your average neighbour’s. And, the way your neighbour talks about them, he’s obviously stoned. And you’re obviously stoned, too, the way you buy what he says. And that certainly makes the whole experience much more enjoyable, but—it’s not enough to make a thoroughly successful piece of IF out of it.
To that end, I think, a more well-defined content would have helped. If the piece had somehow told a story, raised a question, evoked a precise emotion, stated facts, made a point or whatever about Korea (or about existence), it would have been the better for it. No deep or original ideas are necessarily needed, just something to help the player/reader get his bearings. I would say, only a few accomplished stylists (like zen master Mumon or trout fisher Richard Brautigan) ever really make do without something like it.
However, I’m sure the format could be put to excellent literary and/or educational use. And one more thing —
it might well be that, if you come to this nongame with a Korean experience of your own, it is much more compelling and evocative than I realize.
To those of us who aren't fluent enough in French, German, Italian, or even Spanish to tackle a piece of IF in those languages (every other command turns into a guess-the-verb-issue, unless you know a language well enough)—to us the French, German, Italian, Spanish, etc. IF communities are in effect parallel universes.
There may be all kinds of interesting things going on there that we know nothing about, and only all too seldom do portals open up into those other worlds, as with Montfort’s translation of Peláez’s Olvido Mortal or, now, JB's first (I think) game adressed to an English speaking audience: Works of Fiction.
JB is, judging from the information that does trickle between worlds, one of the fixed stars of the French IF universe (he seems to be best known, perhaps, for Filaments and Ekphrasis). Also, it seems that he has a soft spot for Glulx effects—at least Ekphrasis is said to make extensive (and essential) use of images and sounds.
Works of Fiction certainly relies heavily on Glulx: there is a slideshow, there is music, and there are split windows. Actually, the game is a full scale implementation of the idea found in Zarf’s Glulx-demo Two Columns. The story unfolds largely in several parallel worlds at once, with the game’s window split up to show all the worlds separately and simultaneously.
You play Gerard Lescroc, literary agent of an author about to receive the Philip K. Dick Memorial Prize at an SF-convention (you've bribed the jury to make sure of that). However, due to an overdose of extra strong black French coffe, laced with absinth (or whatever—apparently the recipe is a professional secret known only to the guild of SF-writers), you fancy yourself Paul Atreides, Messiah of the Fremen of Dune, Luke Skywalker, the Last Jedi, and Kevin Flynn of Tron fame, all at the same time.
The player, then, has to guide Lescroc around in his native world, to achieve the goals of some one of his alter egos in their parallel worlds. This includes entering several commands telling Lescroc to do things in and to his world that he himself is prevented from doing and that can only be carried out in his world via corresponding actions of his famous alter egos in theirs. (The previous sentence may actually make sense, once you’ve tried the game.)
Unsurprisingly, this gets Lescroc into trouble. Apparently, there are limits to how weird you may behave even at an SF-convention (though the security guard at the convention really goes to some extremes to constrain poor Lescroc in the ordinary, ‘mundane’ world).
Before his troubles are anything but over, Lescroc make a bad joke about David Lynch, whereupon Orson Welles makes a cameo appearance, and after that things get really strange and messy, with Lescroc jumping back and forth between worlds in a way not unlike the protagonist of Dual Transform and with another dozen or so of pop culture references thrown in for good measure.
In the latter part of the game, the player may well feel quite at a loss as to what he’s supposed to do (as does Lescroc, to be sure). Actually, the first part, too, is somewhat underclued and underimplemented. Navigation between rooms often uses IN and OUT instead of compass directions (which frustrated me a bit before I found that out). And, yes, you can see plainly at times that English isn’t JB’s native tongue.
And then there’s the problem with making the story file work with the interpreter you run on your operating system. The author says, at the game’s web page, that Linux and Mac users may meet with varying success. Well, on the Mac the game wouldn’t even open with Zoom under OS X.4. Unexpectedly, the best result (though not perfectly successful) was to be had with Spatterlight under OS X.3.9! I haven’t tried the Windows version, but it seems that it is the preferred one.
Yet, in spite of these nuisances, I’d still say the game is most definitely worth a play.
This sounded more interesting than it turned out to be. The work (it’s certainly not a game) belongs to a group of experiments in IF—or at least in the use of IF interpreters—that one way or other test the limits of playability, the most infamous one possibly being Pick up the Phone Booth and Die.
This particular work consists of two pieces that belong together. Each piece of the pair is said to represent one extreme of interactivity.
So, one of them promises absolute interactive freedom for the player to control just about every aspect of both game world and game play. That’s quite a tall order. If you believe any game that makes such a claim, you’re certainly bound to be disappointed. But even if you do not believe it, you might have been less disappointed by a work that failed in interesting way than in a work that, like this one, actually achieves that very goal but in such a trivial way.
(Spoiler - click to show)This piece lets you do anything. But it does so by not heeding to anything you do. The program does not model any world whatsoever: instead, as player, you are supposed to imagine any world you like, and whatever you wish to do in that world is fine to the parser. The program doesn’t have to keep track of what you do in a world it doesn’t model, so it can let you do anything. The idea is kind of good, but it’s not very exciting reading.
The other piece of the pair, then, should represent the other extreme of interactivity. Well – it does.
(Spoiler - click to show)Whatever you try, you get the same response from the parser—at least until you decide to quit (or ask the game forhelp). Actually, the surprise effect of that part made it the most rewarding aspect of the whole diptyk.
The author of Snack Time! puts herself under Speed IF restrictions (“I’ve got three hours to write a game about … an olympic medalist, a public bath and a skunk), and this is the result. Like most any Speed IF the result is, I suppose, a trifle; but this one is a pleasurable trifle to while away a few minutes.
You play a former olympic medalist, now swimming instructor, who has to get a skunk out of the pool. Removing the skunk is the one puzzle of the game. I guess it will not present many difficulties even to an absolute beginner. But the writing is pleasing, the skunk is cute, there are footnotes to the text (and I love footnotes), and there’s even a certain amount of psychological development on the part of the protagonist who comes to grips with certain aspects of her olympic past.
A truly delightful little game!
You are a dog and you’re hungry. It’s not dinner time in many hours, so you need a snack. Unfortunately, you’re not very good at making sandwiches, so you must get your human pet to make one for you.
The puzzles are quite easy, but it’s not the challenges that make this game but the consistent dog’s eye view of and on everything. Dog is the measure of all things in this game: canine interests permeates every single description of the game world. What makes the game so charming is the way Choba (the author) exploits the fact that Hardy (the dog-PC) has a set of concepts that doesn’t quite match the human player’s. For that purpose, a dozen words are worth a thousand perfect 3D-renderings.
(By the way, the same thing was done—to the same charming effect—by Admiral Jota in Lost Pig … and to a totally different but equally great effect in Shiovitz’s Bad Machine and even in Granade’s IF version of Pong!)
More actions are implemented. I missed most of them first time playing the game. So, if you manage your snack too quickly, chances are that you can have some replay value for dessert.
You’re in for an illegal game of Russian Roulette—you leave a millionaire or you don’t leave at all. The referee and the crowd sees to it that you and your opponent play by the rules.
For obvious reasons, even at its longest this game is very short.
Only, I’m not sure that this really is what you would call a game. It is, however, one of a growing number of IF works where you play a character with goals (or motivations or preferences or values etc.) that you, as player, find objectional and are unwilling to promote even in and for the sake of gameplay, works whose value resides in something other than being fun.
Gijsbers’s The Baron and nespresso’s rendition are, perhaps, the most famous and infamous examples, respectively, of this trend (if it be a trend) of IF.
Not being fun presumably has little to do with the objectional character of what (fictional) actions the player needs to let the PC take: you may, e.g., not feel the least tempted by a life like Niko’s in GTA IV but still enjoy the game; or you may honestly disapprove of Lottie’s schemings (and never actually have gone to quite her lengths yourself to secure your career) and still findBroken Legs great fun: rather, I suppose, it has to do with gameplay.
I.e., the author of this kind of IF has to do the opposite of what is usually done in games. He has to make sure that the player will not be so immersed in the gameplay, i.e. so keen to win the game, that he/she starts having fun (which would make the player insensitive to the moral issues of in-game actions). This does not mean that the reader/player can’t be allowed to be interested in the story as told nor identify or sympathize with the PC.
And, of course, even though such a piece of work mustn't be fun it needs other good-making characteristics to make it worth playing.
So, the player needs to be at once (sufficiently) alienated from gameplay but not from the game itself (or he/she would just quit playing it).
One way to achieve this is to make a rather ordinary game but basing it on actual events that still retains a traumatic impact on people’s minds—indie video games such as Super Columbine Massacre RPG! and Operation: Pedopriest tries this. The trauma serves to alienate you, but ordinary gameplay lures you on (with perhaps some social message or satirical lashes added for good measure). The end effect, I guess, is that the player oscillates in and out of an awareness of the abhorrent character of the PC’s actions.
The Baron works quite differently. The estrangement here comes, I think, from a feeling of disappointment in or betrayal by the PC; whereas what makes you keep playing/reading is partly the story (you want to know how it ends) and partly (perhaps mainly) an interest in the exploration of the complex moral issues raised by the … game(?).
In Six-Chamber Champion, as in rendition, the alienation from gameplay is rather more thorough than in the above examples. Even game mechanics serve to alienate you from it, being mostly repetitive or variations on a very limited theme. The rules of russian roulette just don’t allow a vast range of subtle tactics. (And rendition doesn't give you much choice either.) Also, you are given hardly no background at all to what brought the PC into the situation in either of these works.
So what remains? Why play such a game?
Well, in the case of rendition, there is of course the political message, but having a political message is hardly enough as far as good-making characteristics go. Actually I never could bring myself to play very far into rendition. Perhaps it’s an interesting experiment rather than good IF.
Six-Chamber Champion I found worth playing through, though.
The reactions of the blood-thirsty audience, the anguish of your opponent, and the heavy cool of the referee are all very well characterized (I was not equally convinced by the PC), and most actions you are likely to take is appropriately implemented.
I doubt that I would like to play my way through a whole tournament of russian roulette like this—even if fictive. But this piece is wisely confined to a single round. Small, in this case, is beautiful … or at least a virtue. Despite the limited size of the work it contains a number of possible endings, and I replayed the whole thing a couple of times to find them.
Like Michael R. Bacon’s Arid and pale, Figueres in My Basement is actually a hypertext collection of lyrical poetry making use of Bacon’s Interactive Poetry Extension for Inform 7.
The reader is presented with the first lines of an as yet unfinished poem, chooses (i.e. types) one of the words from the last line, and the next line of the poem appears—a different next line depending on what word the reader chose to focus on—and so on till the last line.
Mishima’s works have lyrical qualities even in prose, and he has taken care for each of these poems to work as a poem in its own right—which of course is a challenge, given the formal constraint demanding that any two poems in the collection differ only from a given line down.
This is not to say, however, that this is a bunch of grave or overly serious poems—on the contrary, they are fairly playful.
That Figueres works better (for me, at least) than Arid and Pale is, I think, largely due to the fact that there is a discernible connection between the word the reader chooses to focus upon and the line produced as the result of that choice. In Arid and Pale that connection too often felt lacking or just haphazard, whereas in Figueres you feel there is a reason why the poem continues the way it does given that you focus on the words you do.
Something I believe that most any serious future work of this kind of interactive poetry will need is a good reason for the reader to read such a lot of poems that all begin the same. I.e. there should be some meaning to or unity of the collection of poems as a whole over and above the meaning that each particular poem might have and apart from the mere identical lines. (Aisle, e.g., is much the better for the common theme that unites the short stories in that work.)