Ratings and Reviews by Joshua Wilson

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NEVER GO TO WORK, by Rani Baker

1 of 1 people found the following review helpful:
MORE THAN ONE WAY TO GET "FIRED", May 16, 2021

Slice-of-life Twine adventure with a retro vibe. There is a lack of clear victory conditions and a shiftyness to the layout which may be a pro or a con depending on the player. More glitches than I would prefer, but I'm glad I played it and was introduced to this character's universe.

This review uses the P.I.A.N.O. system for reviewing and rating interactive fiction.

Plot compellance = 1.0
At the outset, the game establishes investment in the protagonist's fate.
Then it proceeds to construct a succession of interesting scenes at a quick pace. Replaying to try different paths is quick and moderately rewarding.

Implementation maturity = 0.5
It makes good use of Twine's graphical, audio and layout potential. The styling of the text and the inconsistent placement of interactive icons were sometimes a barrier to comprehending and proceeding with the game. (Spoiler - click to show)Example: in my browser at least, when highlighting a link to select an choice, sometimes the font and size would change, causing the text to move and making most of the text unclickable

Artfulness in use of the medium = 0.5
I found the style of the music and the graphics to be distinctive and charming. I couldn't tell when the "glitches" were intentional (Spoiler - click to show)Example: sometimes the clock runs backwards It felt just a little too buggy for me.

Net reward = 0.5
I replayed quite a few times, the "best" outcome I could achieve was 80/100 points. The lack of clarity as to how to "win" eventually burdened my enjoyment of the game.

Oh, that certain "je ne sais quoi" = 0.5
The author managed to communicate futility and frustration through a mostly enjoyable diversion.

Total: 3.0 (represented as 3 stars)

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IRL: The Game, by Julia Makivic, Chris Stedman

2 of 2 people found the following review helpful:
IMO: A Good Start, May 14, 2021

HTML-based social media simulator that probes the social intersections of digital and material realness. It complements and promotes the non-fiction book "IRL: Finding Realness, Meaning, and Belonging in Our Digital Lives." A fruitful experiment in non-traditional IF that needs some work to reach its potential.

This review uses the P.I.A.N.O. system for reviewing and rating interactive fiction.

Plot compellance = 0.5
The "plot" of this game arises from the way that the player's social media responses impact the values and material choices of three NPC characters. This promotes a degree of investment in the outcome, but the effect of these responses is only observed at the end of the game. This made second and third playthroughs boring and rote.

Implementation maturity = 0.5
All of the choices that appear to directly impact the outcome have only two options. I found this sparse for such a rich and ambitious topic. (Spoiler - click to show)Example: the game asks "When does an object, idea, or experience become real to you?" and gives the choices 1) "It’s real when I can see it and feel it. Otherwise, it’s just an abstraction." and 2) "Reality isn’t always perceptible or tangible. Even abstract notions like theories and concepts have concrete consequences.". This felt like a false dichotomy.
How about also 3) "Reality is socially constructed - something is real when it is shared and interpreted in a communal context." and 4) "Each and every present moment is equally real, what I am thinking and feeling right now is my reality, including abstract thoughts. Everything else is an echo."
Consequently, the algorithm for mapping the choices on to the outcomes felt like it was disingenuously diluting my participation.

Artfulness in use of the medium = 1.0
The interface is simple and elegant with effective use of sound, text and graphics.

Net reward = 0.0
I wanted to like this game, but it fell short of its goal of provoking me to join its dialogue about digital and material meaning and reality. I think the IF world is a little richer for this experimental contribution.
I'm not so sure that the players are (yet).

Oh, that certain "je ne sais quoi" = 0.5
"The best fiction is true." This game is a courageous exploration of the relevance of fiction to material life on multiple levels. With some retooling and some polish, it could achieve its goal.

Total: 2.5 (rounded up to 3 stars)

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Secretly French, by Houstonion

1 of 2 people found the following review helpful:
Openly Facile, May 13, 2021

An HTML-based CYOA diversion stitched together from non-sequiturs. Neither as cruel nor as French as the description suggests. Nevertheless, a source of amusement.

This review uses the P.I.A.N.O. system for reviewing and rating interactive fiction.

Plot compellance = 0.5
It sets out to be nonsensical and amusing, and marginally succeeds at inspiring the player to wonder "What nonsensical and amusing text will be presented next?"

Implementation maturity = 0.5
The options are exactly what they say on the tin, no parser confusion or guess-the-verb frustration (HTML is a forgiving interface in that regard). And while the game features sudden death, one can effectively restore to checkpoints. This mitigates the frustration of an otherwise random sequence of choices and outcomes.

Artfulness in use of the medium = 0.0
There is nothing particularly artful or crafty about the prose or the code.

Net reward = 0.5
I was amused enough by the chaotic narrative choices to replay a few times.

Oh, that certain "je ne sais quoi" = 0.0
This game doesn't have it.

Total: 1.5, rounded up to 2 stars.

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RLCraft, by Walter Strouse

4 of 5 people found the following review helpful:
Less is more!, April 29, 2021

While I do agree with my esteemed colleagues that the complete absence of a game here is a daunting obstacle, it raises an intriguing question. Might not this be the ultimate metagame? The presence of the fiction is, itself, a fiction!

The result is a refreshing deconstruction of assumptions which forces the player-reader out of their comforting set of stereotypes and expectations and into the arms of genuine interaction with daily life.

The plot is completely open-ended. The frugal (if absent) imagery inspires one to contemplate the world as it might have been, rather than what actually isn't there.

The thesis of the game seems to be that reality is a consensus-driven illusion, brought repeatedly home by the way in which something that violates expectations may very well not be considered real at all. Just an empty entry in an endless index of authorial imaginations.

This reviewer would certainly like to see more ;)

Spoiler:
(Spoiler - click to show)This review is a parody. I hope it made you smile. Have a nice day :)

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The Game Formerly Known as Hidden Nazi Mode, by Victor Gijsbers
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Nord and Bert Couldn't Make Head or Tail of It, by Jeff O'Neill
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De Baron, by Victor Gijsbers
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Lost Pig, by Admiral Jota
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Spider and Web, by Andrew Plotkin
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Alabaster, by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton, Ziv Wities
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