(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
I think anybody who has a job or area of expertise that’s routinely depicted in popular media has a pet-peeve list of things that are continually and hilariously flubbed in said media. As someone with a law degree, I’d put the talismanically-powerful contract waiver near the top of my list: you know, someone’s about to do something ridiculously dangerous and/or ill-advised, but since they agreed to a generic waiver, all is good. So it goes for Ziyan, the protagonist of this stylish choice-based game, who signs his name to a vague waiver saying “We are not responsible for any liabilities and damages that may occur during the games” before entering a reality-TV videogame competition that immediately goes way off the rails. As the battle royale gets way too real and axes, grenades, and body-parts start flying, the question isn’t who’s going to be left standing to claim the million-dollar prize – it’s how fast the survivors and the family members of those who don’t make it out will sue everyone involved back to the stone age, waiver or no waiver.
Okay, okay, that’s clearly not the point – and to a certain extent, the ultraviolence isn’t really the point either, as GameCeption’s thankfully more focused on the relationship between its two leads and the game-theoretical implications of its twist than it is on rendering a Battlegrounds-style game in IF form. Ziyan’s best friend, and partner in the competition, is Airen, an affable, supportive guy who provides a nice counterweight to Ziyan’s occasionally moody nature. There isn’t much time for the two of them to hang out before they decide to sign up for the TV show in hopes of making enough money to pay the rent, but the introductory scenes are enough to establish an easy rapport between them that raises the stakes once things go pear-shaped.
The signs that that something’s off about the production company come early, as the initial interview delves into some oddly invasive questions about how much the duo trust each other – this is effectively lampshaded, though, in a bit that showcases the early, laidback vibe:
“Dude, same,” Airen agrees, scratching his head. “Like are they gonna make us do a trust fall off the side of a building?” Ziyan punches him. “If that really happens, I’m blaming you.”
This introductory sequence does feel fairly long, and doesn’t have too many decision-points, but once the competition starts, things pick up. As you play the game, you’re presented with a series of mostly binary choices; I’m not sure how on-rails this sequence is, but it feels authentically tense. The writing does go a bit over the top, and having the gameplay narrow to determining whether you die or get to continue the story, but this section moves quickly enough that it doesn’t wear out its welcome. And then comes in the twist, which I found fairly predictable but which I’ll spoiler-block nonetheless.
(Spoiler - click to show)It turns out that you’re not piloting a polygonal avatar around, but rather (through some unexplained technology) your buddy Airen; likewise, the other players you’re fighting are real people who are being killed and/or maimed by the ultraviolence everyone is deploying in pursuit of the prize. This ironically brings the video-game battle royale genre back to its cinematic roots, but shorn of its original thematic heft; GameCeption doesn’t seem interested in interrogating the economic, political, or cultural systems that created such a horrifying competition, but instead uses its premise to put pressure on the traditional understanding of player identity in IF: if you’re making decisions for Ziyan, and Ziyan is making decisions for Airen, who’s actually the player?
It’s a superficially clever turn, but this twist didn’t do much for me. Again, it’s pretty heavily telegraphed, and questions of players’ complicity or agency in a narrative are old hat for IF by now; I don’t feel like adding the second-order complexity of one character piloting another did much to unsettle the well-understood IF triangle of identities (narrator, protagonist, player). Even a somewhat-stale theme can still support a good game, of course, but I felt that GameCeption put too many eggs in the metafictional basket: the rapport between Airen and Ziyan largely drops out as the action picks up, and the simple gameplay isn’t enough to hold the player’s interest. And then the ending doubles down by having Ziyan reup with the competition, and using his interest in game-design to implement an even bigger twist for the next season that makes even less sense, and has even less emotional impact.
Bringing things back as we return for spoiler-town, I’d summarize by saying that the game becomes over-reliant on a meta idea that isn’t quite as clever as it seems to think, and becomes a slender reed upon which to rest the second half of the game. There’s some excitement to be had, but I think GameCeption would have been stronger if it had either gone smaller, by staying grounded in the best-friend relationship between the two characters, or even bigger by leaning into the implications of its twist and dialing up the questions it raises about agency and control to 11. As is, I found the game a little too lukewarm to make much of an impact, like boilerplate contract language your eye just skips right past.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
One thing I’ve noticed when thinking back to my tween years, three decades on, is that things are either seared into my memory or complete blanks. I can still hear what it sounded like, for example, when we got back from a summer vacation to find that a brood of cicadas had hatched while we were gone and had decided to fill the night with a beautiful and threatening cacophony of chirping. And I can instantly recall the squirming, excited embarrassment I felt when the girl I had a crush on me called me one evening because I’d messed with her little brother the day before, telling him I’d found a long out-of-print Dragonlance gamebook that she coveted. On the other hand, I know I must have played months of basketball in eighth grade – I went to a tiny school, everybody was on every team – but I can’t summon up one reminiscence of anything that happened at a single game or practice.
So too it is with Douglas Adams: I was obsessed with him the summer I was 11, blazing through the then-four-part Hitchhiker’s Guide trilogy just as school ended and then chasing down the Dirk Gently books before embarking on a campaign of rereading those six books over and over until I got thoroughly sick of them, which took a while. The first book I remember pretty well, because it’s got most of the iconic moments; the third was my favorite so I reread it like once a week, and as a result I can still run down most of its cricket-based MacGuffin quest. So Long and Thanks for All the Fish, though, didn’t make much of an impression all these years on – the ending sticks, not so much the rest. And the second book, the Restaurant at the End of the Universe mentioned so prominently in this game’s subtitle? Um. I remember the gag about it being stuck in a manufactured time bubble so patrons can swig their martinis as they watch the heat death of all things, but I’m pretty sure that’s actually introduced in the first book. Like I said above: complete blank.
My other relevant Douglas Adams lacuna I can’t blame on advancing age: I’ve also never played Infocom’s Hitchhiker’s Guide to the Galaxy with any degree of assiduity (I think I poked at the BBC illustrated remake long enough to give up halfway into the babel fish puzzle). I suppose I should get around it one of these days, but its reputation as an unforgiving puzzle-gauntlet doesn’t do much to recommend it to my sensibilities. Sure, I remember liking Adams’ writing, but if I wanted to revisit it I’d much prefer to go back to the books than struggle through a style of IF that doesn’t do much for me.
All of this is to say that I am entirely the wrong audience for an impressively-robust fan-made sequel that appears to pick up immediately after the first game left off, and doesn’t provide anything by way of context or motivation. I wouldn’t say Milliways is explicitly nostalgia-bait; from my very vague understanding, it primarily visits situations and characters not covered in the first game (though I think some pieces may be part of the book plots that I’ve forgotten?), and while the troupe of familiar characters are present, they’re off getting hammered so are almost completely noninteractive. But it’s clearly the product of deep affection for the original – so much so that it’s written in the modern incarnation of the language the Infocom Imps used to make their games – and shorn of the pleasant sheen of remembrance, the game often just left me baffled.
The earliest example is maybe the most telling: the game doesn’t tell you who you are. I feel it’s safe to assume that you’re once again inhabiting British everyman Arthur Dent – the clearest clue is that you can find your dressing gown, which the game tells you you must have dropped in the previous game. But I don’t think ABOUT spells it out, there isn’t actually any intro text, and X ME just tells you “you see nothing special about you” (ouch). It also doesn’t tell you what you’re doing. You start out having just exited your spaceship and reached the surface of a planet called Magrathea (the name’s dimly familiar, no recall of the details); presumably you’re meant to explore, but there’s no narrative telling you that you’re there to look for anything in particular, and the cryptic stuff you find doesn’t retroactively explain why you might have come here in the first place, or what you think you’re doing. By the time I stopped my playthrough, about three hours in, I’d finally encountered the first indications of something like a plot, but it took a lot of unmotivated bumbling to get to that point.
Of course, not every game needs to be Photopia and unmotivated bumbling can make for solidly entertaining gameplay, so long as solid writing and enjoyable puzzles are pulling the player along. Milliways gets mixed marks from me on this front. There are solidly Adams-aping gags sprinkled through the text, like this bit where you look up the eponymous eatery in the Hitchhiker’s Guide:
"It goes on to explain, in extremely vague then suddenly extremely detailed (and obviously copyrighted) paragraphs how Milliways, better known as the Restaurant at the End of the Universe, is the best restaurant you can ever visit."
There are also some good jokes embedded in the parser, like this exchange prompted by examining a painting:
"You look at the painting, which could have been done by yours truly (and I’m not even AI yet). It is of an old mouse wearing a monocle. At the bottom of the painting is a plaque, which reads:
"Reginald Markenplatt
Founder of Magrathea Corps.
86 standard yrs.
“Oh, you like it?” says Percy.
"> no
“Well that’s not very nice.”
While for much of my time with the game, I was basically keying in the walkthrough (more on that later, of course), I had a reasonable time doing so based on the charm of the prose and the efficiently-drawn situations. It’s certainly not laugh-a-minute funny the way that I recall Adams being (…probably best not to revisit and find out whether that impression holds up), but this all makes for an entertaining way to pass several hours.
I found the gameplay often made things much less entertaining, unfortunately. There are some quite good puzzles here, like camouflaging a drink to knock out someone whose keycard you need to steal and figuring out how to deal with a shape-changing alien, but many of them rely on frustrating mechanics – there’s a strict inventory limit, many instant-death timers that end the game if you don’t solve things fast enough, the mechanics for travelling between different areas appears to be largely random, and at least one place that will lock you out of victory if you don’t somehow know which objects will be plot-critical and which are red herrings. Compounding the challenge, I came across some notable bugs in the game; twice, an event was supposed to trigger after waiting for a reasonable number of turns, but both times 150-200 turns of waiting didn’t do the trick (the walkthrough offered a workaround for one, and I had a save that allowed me to replay and eventually get past the other, at least). And there’s a recurring puzzle that appears to quite literally involve guessing a verb at random (Spoiler - click to show)(I’m thinking of the different ways you can escape the Dark; trying to use the “missing” sense is nicely clued, but having learned that my sense of touch is going to be important, I’m was at a loss for how I was meant to go from TOUCH LUMP, learning only that it’s “warmish”, to PUSH LUMP other than just running through all the possible interactions). From inadequate clueing to disambiguation issues, it really feels like the game just needed a little more time in the oven.
With that said, as I hit what seems to be the halfway mark I was starting to get into more of a groove, though this could have been as much my increased readiness to consult the hints as anything else. And I did appreciate the moment when an NPC finally started explaining a bit of what was going on and why it was important. Sadly, almost immediately after that sequence a combination of those frustrating mechanics I mentioned above seem to have killed me – I needed to pick up an object, but I didn’t have the spare carrying capacity to do so, and as I futzed around with inventory a timer ended the game – and, facing the quickly-impending Comp deadline and realizing that a post-Comp, less buggy version, is likely to come out soon, I decided to bring my playthrough to an end.
I’ll repeat that Milliways doesn’t seem to me to be purely banking on nostalgia; there are novel ideas here, and the classic ethos seems to be a matter of intention rather than ignorance. And I can’t help but feel affection for something that’s so clearly the product of unbridled enthusiasm. But without much enthusiasm of my own for its antecedents, the game lives and dies by what it’s able to bring to the table on its own – which is currently a bit wonky and sometimes willfully obtuse. With that said, the experience was anything but forgettable; hopefully I’ll eventually get to finish Milliways, but in the meantime I definitely have a few fun new memories to rattle around in my increasingly-empty head.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
The thing about escape-room inspired games is that you can’t think about them too hard, or they suffer narrative collapse. Like, okay, you’re stuck in a cell of some kind, sure – sometimes there’s a more-or-less-contrived reason the baddie would do that instead of just kill you, sometimes there isn’t, but that’s a sufficiently common genre situation that it’s not too hard to swallow. But instead of one normal lock that keeps you in (and that presumably would have had to be opened to put you there in the first place), there’s a system of like half a dozen different interlocking mechanisms that all need to align? And there just happen to be clues scattered around that make the puzzles solvable, but not too trivially so? There’s no way to rationalize this kind of setup, so instead of being a killjoy clearly you’re supposed to just turn off that part of your brain and enjoy the puzzles.
Major, major points to LUNIUM, then, that I think it basically works? It’s got all the trappings of the genre: you wake up with amnesia, chained to the wall in a room chock-a-block with paintings with mystical symbolism, scraps of paper with numbers and letters scrawled on them, turgidly-written pages of your diary that you can recover piecemeal, and a ticking-clock conceit that requires you to escape before the dawn so that you can stop the killer who trapped you from claiming their next victim. It even adds a layer of complexity by requiring you to deduce the identity of the baddie from a list of suspects to get the best ending, in addition to unlocking the final door so you can escape (I mentioned liking this structure in my Mayor McFreeze and Death on the Stormrider reviews, and I think it works well here too). And yet, when I got to the end and figured out what was going on – it actually all kind of made sense and held together! True, I haven’t gone back and rigorously tested the diegetic plausibility of every single bit of the design, but that’s an unfair standard to inflict on a piece of IF; at least as to the broad strokes, each of these bits of contrived escape-room logic hold up, and in fact things couldn’t have gone any other way!
The elegance here goes beyond the narrative, though. This is one attractive Twine game, with moody illustrations conveying a vibe as well as critical clues if you zoom in to enjoy the artwork, and the interface makes it simple to fiddle with the various safes, locks, and other paraphernalia on display. There are also well-integrated hints (plus straight-up solutions, if you need them), though many players might not need them given the well-judged clueing. There’s a nice range of puzzles here, and if they’re not especially thematic, they’re solidly designed and offer some good variety, so no particular approach overstays its welcome: there are of course a number of code-deciphering puzzles, but some are exercises in pure logic, others rely on deductive reasoning that lend a mystery-solving vibe to proceedings, and a few require a bit of lateral thinking, which lead to some satisfying aha moments while still being eminently fair. I’m not the best escape-room puzzler-solver in the world, but I only needed to go to the hints twice: once when the small screen of my phone meant I couldn’t make out an important clue (though I should say that unlike many graphically-rich Twine games, LUNIUM generally works a treat on mobile), and a second time when I’d mixed up two character’s names and therefore didn’t realize I’d already gotten the solution to the puzzle, I was just implementing the solution wrong.
As for the plot, I don’t want to say too much lest I spoil the fun reveal I alluded to above. As is typical for escape rooms, there isn’t much in ongoing narrative, but there is some backstory to discover, and this is parceled out judiciously in between bouts of puzzle-solving. As a Victorian detective, you’re on the trail of a serial killer, and while the outline is quite generic, there’s enough detail given about your previous investigations of the key suspects to give them at least a whiff of personality. There are also some specific themes that keep recurring, like an omnipresent moon motif to go along with the game’s title. As a result it’s enjoyable to read the various document-facsimiles provided, even when you’re largely skimming them looking for clues to the puzzles. This is helpful because it’s this non-puzzle-relevant information that provides the prompts needed to guess the identity of the killer, and while I got to the end with only a tentative guess at whodunnit, the ending prompts pushing me to make my accusation provided another subtle hint or two that let me feel very clever for ultimately fingering the right suspect.
LUNIUM isn’t perfect – I noticed one small bug, where I got some text mentioning the contents of my pockets after I freed myself from the wall despite not having had a chance to look in them yet. But that’s an incredibly minor issue, and I honestly am having trouble dredging up any additional constructive criticism (the writing could be a little more authentically Victorian, I guess? Really though it’s just fine for the purpose it serves). This is an assured game, playable and narratively satisfying in a way I didn’t think I was even allowed to hope an escape room game could be. So I guess that’s my other criticism: it may have spoiled me for other games in the subgenre by making it harder for me to look past it when they don’t make any sense!
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
Before we talk about For Eternity, Again and Again, we need to talk about lore.
Wait, come back! Look, I often give lore a hard time – by which I mean the generous slatherings of worldbuilding minutiae that get troweled all over many a fantasy or sci-fi setting. You know the stuff: codex entries going into absurd detail about the botany of a made-up tree that’s just there to pad out the skybox, mythologies that are long on incident but thematically inert, absurdly over-worked discussions of political or economic background with no conceivable relevance to the plot… There are better and worse versions of it, but it’s largely waffle, interesting maybe to think up but deeply enervating for most players to have to wade through (I admit I don’t always fall within the most, since I have a soft-spot for the fantasy economics stuff).
Lore makes for a convenient punching bag, because it’s often the sign of an author who’s more interested in sharing their setting notes than telling a story. But I do fear that the pendulum can sometimes swing too far in the other direction, with authors holding back on important information about how their world works for fear of boring the player. The thing is, worldbuilding for its own sake is dull, but in genre fiction it’s absolutely the case that the player needs to have some sense of the rules governing the pieces of the setting that depart from the familiar real-world milieu. Like, the answer to any question of the form “why did X happen in this story?” is “because the author wanted it to happen.” But emotional engagement requires that dynamic to be disguised as much as possible, so that actions feel like they have understandable consequences and the plot doesn’t come off as bare authorial fiat. The context needed for this alchemy to happen isn’t lore, though it might look like it – it’s stakes.
For Eternity, sadly, is one of those games that throws the baby out with the bathwater. This short Twine game riffs on the Moorcockian Eternal Champion premise, with a protagonist who’s endlessly reincarnated in new situations to carry out quests, and who’s joined by their likewise eternally-recurring lover. But in this latest rebirth, there are worrying signs that this rather cozy cycle is coming to an end. Structurally, the game consists of one conversation with the lover establishing the set up, then a quick transition to a second dialogue as things, predictably, go pear-shaped. This could be a tight, efficient way to get to some drama as these star-crossed lovers are cruelly torn asunder. But it lacks much impact because it’s never clear why anything is happening. Per the opening, “the Universe” has something to do with this whole cycle, with mention of dark tendrils holding different timelines together. That’s an interesting – though not I think especially appealing – image, but it’s pretty hand-wavey. That’d be fine if the focus were on what happened within each cycle, but it’s not; as mentioned, the questy bit is entirely bottom-lined:
It is almost the same as every other hero you have lived as before. You fought monsters, almost died several times, and met companions. All the while your lover floats around you, whispering jokes and loving words in your ear. Well, they were supposed to be.
That stuff actually sounds interesting, but those couple sentences are all the player gets. Instead, you’re shunted into one of I think two distinct endgames; in one, the universe is decaying into an entropic end-state, taking you with it, while in the other, it somehow decides it doesn’t like you and brings an end to your reincarnation dealie. The first thing that makes this feel arbitrary is that your choice of dialogue as you groundlessly speculate on what’s going appears to determine which path you wind up on. But since neither scenario is motivated by facts or observations, just tossed-off brainstorming, it feels decidedly coincidental that your stab-in-the-dark just happens to be right. Beyond that, there’s no previously-established reason why the universe would be decaying, or how, mechanically, it can have opinions and act on them. These ideas aren’t terrible in of themselves, but they’re given no context or buildup: when you get to Act III, you can’t have the narrator run onto the stage, blurt out “oh sorry, there was a gun on the mantel this whole time, forgot to mention it”, then speed off just as a character aims and fires. Rather than situations leading to consequences, this is consequences dictating situations. If the universe decides it dislikes me, what’s stopping me from deciding I don’t like it and I’m not going to play it’s stupid game anymore? Who can say.
The overall weak prose means that these narrative problems loom all the larger. There are myriad typos, starting at the beginning of the game’s second passage, and there are often-bizarre images, like this description of your lover:
Soft skin, plush lips, tender touches, and a voice like a music box.
Or this bit of establishing dialogue, which achieves a sort of low-energy camp poetry:
A huff echoes through your mind. “It took a while to look for you. It will take a short time for me to materialize. The Universe is just playing tricks.”
“That you don’t appreicate.” You say, knowing how much they hate the Universe.
Stupid universe, I hate it so much!
On the plus side, sometimes this kind of thing teetered into hilarity, perhaps intentionally, like the bit where the hero, a mighty immortal warrior, gets punked by a lowly goblin because they’re hanging out flapping their gums while backlit by a cave entrance. But this comedy makes the low-stakes melodrama even more bathetic. I repeat, the concept for For Eternity’s narrative could work, but I needed more of a reason to care about these people and their world to make the story hit home.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
You can’t drop your dick on the first turn 0/10.
(Later).
I played for five more minutes and turns out you can drop your dick, so okay, we’ll do a real review.
Despite having never previously played a Stiffy Makane game other than the short, semi-high-brow Nemesis Macana, I still knew enough to make that joke because somehow, Stiffy has become a part of IF’s communal lore. From humble beginnings in a poorly-made late 90’s work of AIF, he was thrust to stardom via interactive MST3K mockery, much of which from my understanding centered on the fact that Stiffy’s stiffy was implemented as an ordinary inventory item. Thence his career got odd as different authors took the helm, running from sci-fi parody to filthy-minded philosophical rumination, with a few meta meditations on choice-based mechanics and the uglier side of player empowerment along the way (hopefully this potted summary is more or less correct; checking out the Stiffy oeuvre is on my list, but as I said I haven’t really gotten around to it).
Stiffy has a history, in other words, and for a maybe-new author (one never knows with pseudonyms) to make a Stiffy game out of the gate strikes me as audacious – almost as audacious as naming it after Citizen Kane, for all that that is a simply irresistible pun. And in fact this is an ambitious game. After a brief introduction in which you have a nightmare of being stuck in an eternally-resetting loop of the original Stiffy game, you wake up and learn the premise: you’ve just been defrosted from cryogenic suspension into a future where men are extinct (we lost a literalized battle of the sexes) and a new generation of hopefully enlightened scientists are hoping to study you, learn more about heterosexuality, and find out whether peaceful coexistence as a once-again gender-integrated society might be possible. That means you’ll need to wander around having a lot of random sex, which is accomplished through a deckbuilding minigame, all while solving the problems of the good citizens of Urville, from improving production in the local milk farm to teaching a college course on sexuality to helping the priestess recover a stolen relic.
This is of course only a slightly-better worked out version of guess-you-need-to-schtup-everybody AIF worldbuilding (“what if Y: The Last Man, but with a lot more boobs?”), with RPG-light gameplay to match. But the degree of care that’s been taken in implementing the game is impressively far from the notorious shoddiness of the first Stiffy. The minigame hits a just-right level of complexity, being relatively straightforward to understand but taking a few tries to get the nuances, while also striking a good balance between grind and progression. There’s a time-of-day system that gives the city an air of vibrancy without imposing too many annoying delays on the player. And the overall polish is very solid, with lots of synonyms, implemented scenery, and small little Easter eggs, like this one from the time-looping opening:
“Hello, Stiffy. I’ve been expecting you.”
She is naked.
You can imagine where it goes from here.
> imagine
The thing is, you don’t have to. You’ve been through this a million times.
The writing is also well judged; this is AIF, yes, but in normal gameplay it’s content to stay in gentle nudge-nudge wink-wink territory. It’s puerile, but I laughed when I visited Fountain Square and saw a note in the location description about the titular fountain, and laughed again upon examining it:
“Titular” is right. The centerpiece of the fountain is a statue of a beautiful naked nymph, water spurting from at least every orifice.
The first part is obvious, sure, but that “at least” is a good gag.
In the sex scenes the game does get quite explicit, but the randomly-generated text here is far more calculated to raise a laugh than the libido:
"As you slide your hammering hampton in and out of Aubrey with a smooth, steady rhythm, the sound of your loving echoes through the air like a whole volume of books being slammed shut in sequence."
"You burst like a violently vomiting giraffe. The two of you get dressed again."
"The feeling of your protruding pencil stuck deep in her gutted hedgehog is a sensation you won’t forget soon."
(The game’s ABOUT text mentions that ChatGPT was used in some portions of the writing, and I can’t help but wonder if some of these deranged combinations are the fruit of an LLM not knowing how inserting tab A into slot B actually works).
And beyond the tamer-than-it-looks writing, Citizen Makane is actually kind of… wholesome? All the other characters are quite earnest (and generally down to get down with Stiffy – there’s no iffy consent stuff here, thankfully), and you’re written as a laid-back, polite sort of horn-dog. All the game’s quests involve being helpful, and while the recovering-stolen-property one does foil the plans of the thief, she doesn’t wind up holding a grudge and everybody’s cool with everybody else by the end. The best ending even winds up arguing that non-stop sex only gets one so far, and it’s nice to just cuddle or see a movie sometimes too to build a strong relationship. Truly, this is the Stiffy Makane game you can take home to meet your mom.
Qua game, the only other thing I’d note about Citizen Makane is the caveat that the sex minigame does have one obviously-best strategy that’s a little too easy to hit upon and implement, and makes things fell quite mechanical by the end-point: all you need to do is find one rare dominant card and one rare submissive card (cards represent sex acts, and in an effort to keep you from just spamming the same one over and over again, you get a penalty for playing two of the same type in a row), upgrade them each, and then alternate them over and over until you win. Sure, the increasingly-mechanical nature of nonstop coitus is part of the game’s theme, but I think that could have been accomplished narratively while making the gameplay a little more engaging (for example by dealing out a subset of your equipped cards each round rather than having all of them always available).
Those themes are worth digging into, though. Sure, this is a silly sex comedy, but at this point the Stiffy Makane brand, oddly, is at least as much about making philosophical or sociological statements as it is about parodying AIF, so I think it’s worth taking at least a little seriously. We’re not meant to think too hard about the war that killed all the men, which is fair enough, but Citizen Makane does seem to want us to think about the all-female society it depicts. In many ways it’s a utopia – while one character does indicate that Urville’s self-presentation as a post-scarcity, egalitarian, and peaceful society is slightly untrue, the worst we see is that money does still exist in other parts of the world, and some people seem to think that having slightly kinkier sex than others is somehow subversive.
There is one element of the society that is problematized, though. Midway through a history lecture you can wander into and listen to, you get this bit of background:
“Over time, the new all-female society developed a myriad of alternative forms of intimacy. Emotional connections, intellectual stimulation, and artistic collaboration became increasingly significant aspects of women’s relationships with one another. This expansion of intimacy beyond the purely physical realm contributed to significant decline in female sexual activity over time.”
Yes, part of the reason they thawed you out is because Urville, without men, has reached a crisis point of too much cuddling and not enough boning.
Again, this is a standard heal-the-world-through-the-power-of-dick AIF trope, but the game really does dwell on this aspect of the world more than it needs to in order to establish that yeah, random people will want to screw you. And it’s of a piece with a decidedly reticent treatment of people with non-heterosexual orientations; lesbianism is only indirectly acknowledged in the various lectures and documents you find (and when it is, as in this excerpt, it’s implicitly positioned as lacking as compared to straight relationships), and while there are a couple of sapphic orgies you come across (er, not literally, thankfully), there’s only a single, very missable line towards the end to indicate that two characters are in a relationship with each other. For all intents and purposes, it feels like the only real sexuality is straight sexuality, so you’re the only game in town (there’s also no indication that there are any people not on the gender binary, which seems decidedly odd given the setup).
This is an oversight, but I think it’s intentional; to the extent the game has something to say, it’s saying it about male sexuality. The name of the holographic AI who piggybacks on your brain to vicariously experience sex (…I don’t think I’ve mentioned her yet, there’s a lot going on in this game) is called Shamhat, for example, which is the name of the temple prostitute who civilizes the wild man Enkidu through lovemaking in the Epic of Gilgamesh. Shamhat is also a critical part of that climactic scene where Stiffy renounces impersonal fucking in favor of engaging with the humanity of one’s sexual partners. And throughout the game, the player’s interactions with the town’s inhabitants do help bring out restraint in Stiffy; he learns to act professionally even when there are opportunities to push things in a sexy direction in the classes he teaches, for example, and there’s a semen-milking minigame that’s all about teetering at the edge of orgasm without losing control. Without spoiling things too much, the game’s ending also circles back to the beginning, and finishes with an explicit renunciation of the logic of early AIF. To the extent there’s a message, it’s that sex is an important and positive part of many relationships, but it’s just one part of fostering a human connection with one’s partner.
That’s a nice lesson that hardly anyone could object to (if they do – run) but at the same time, it sure doesn’t seem like the artistically-collaborating cuddle-happy lesbians of Urville need to learn it; this is all about Stiffy within the fiction, and out-of-game it sure feels directed at a presumably-male player audience. And I dunno, in space-year 2023, where there continue to be lots of issues around sex and intimacy in heterosexual relationships, but where there’s hopefully pretty broad understanding that similar issues arise in other kinds of relationships too – and, not to be a bummer, where setting up straight relationships as the norm can marginalize people with other orientations and gender identities – that approach does strike me as a little parochial. I’ll repeat, this is an ambitious, well-designed and implemented game that’s about as heartwarming as an AIF parody can get, but I can’t help but wish it pushed the envelope a little further and thought through what, if anything, Stiffy Makane has to say to people who aren’t straight men (I mean, his dick comes off! Someone’s gotta be able to do something with that!)
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
Interactive fiction, we’re told, can be conceptualized as a crossword at war with a narrative (this obviously isn’t true for much, if not most, contemporary IF, but please just go with it). All Hands Abandon Ship is what happens when they’re enmeshed in a three-front war with an all-encompassing pile of Easter eggs and pop-culture references, and actually neither of them are putting up much of a fight.
This sounds like I’m saying the game is bad. It isn’t bad! Mind, it’s not great, either: the escape-the-doomed-spaceship premise isn’t just old enough to drink, it’s got a Facebook account it uses to post photos of the grandkids and share awkward grumbling about foreigners; the implementation is pretty thin, with lots of generic descriptions and unimplemented synonyms; and there are no characters or much in the way of environmental storytelling to liven things up. But there are attractive feelies with a cool map of the ship, there’s a pretty solid amount of geography to explore, and I didn’t notice any bugs. So it’s got solid enough bones for a low-narrative sci-fi puzzlefest.
The trouble is, there aren’t really any puzzles. Okay, I guess there’s an overall time limit that counts, but since that just makes escape impossible (after 100 turns, you drift beyond a black hole’s event horizon so life pods can’t get out) and you can continue running around the ship exploring, all that means in practice is that you’ll run out of your time on your first go-through, figure out how to win, then type RESTART to do so. Outside of the countdown, though, all you need to do is (Spoiler - click to show)wriggle down a dumbwaiter, which doesn’t require any commands more exotic than ENTER DUMBWAITER and D, then get an electrical system working again by the simple expedient of (Spoiler - click to show)OPENING a panel and then TURNING ON a circuit breaker. I spoiler-blocked the details to be polite, but trust me, this is stuff that anyone with even minimal experience with parser games would do in their sleep. In fairness, there is one alternate path to victory that involves a tiny bit of problem solving, but this is marred by some guess the verb issues (Spoiler - click to show)(you need to put a yoga mat on some live wires to provide insulation, but various iterations of PUT MAT ON CABLES fail; only DROP MAT works) so I think best not to count it.
This isn’t to say that there’s nothing to do, though, since the game actually has a reasonable amount of things to mess around with and places to explore. Some of these include some reasonable jokes – when you’re told, of an unremarkable head, that “[y]ou wouldn’t be at all surprised to see its design aesthetic featured on the front cover of Brutalist Architecture Monthly” it’s inevitable but still entertaining that you’ll eventually come across an issue of just such a magazine. And there are lots of little optional interactions, like microwaving various inappropriate foodstuffs or getting a physical from the holographic doctor.
But mainly what you do is notice references. Past a certain point, my notes just became a litany of all the in-jokes I’d seen – there’s a strong 80s/90s pop-culture angle here, since I came across a Soundgarden CD, a Presidents of the United States lyric, a Scarface reference, and of course a couple from Aliens. But lest you think there’s a consistent retro pre-millennium revival across the futuristic society, there are also prominent mentions of the Doors and the Great Gatsby.
Look, I know I sound like a scold. And I can’t lie, it is a fun idea to have a holodoc that goes by T.J. Eckleburg. But, like, what am I, as a player, to do with that idea? The doctor doesn’t have any dialogue, I don’t think, beyond “open up and say ahh” (I thought he was an optician, not an ENT); he doesn’t have a fascination with the book, or provide a thematically similar role by witnessing and judging the player’s activities. Like all the other references, it’s an empty signifier, there to provide a frisson of recognition and that’s it. This sort of thing can be entertaining in moderation, as a break from more engaging business, but again, the game doesn’t have a story to speak of and lacks much in the way of challenge. To risk a culinary metaphor, the author phoned in the entrees and spent all their time on the side dishes instead – but actually, the side dishes are junk food, conveying an instant pop of flavor but containing no nutrition – so go figure, I didn’t leave especially satisfied.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
In my Dysfluent review, I mentioned that there’s a robust subgenre of IF that centers on the experience of living with a particular disability, and at first blush Escape your Psychosis – which is quite literally about trying to escape a repeated series of psychotic episodes – seems to fit squarely among their number. It’s late in the Comp, so forgive me for quoting from myself about the common threads that tend to show up in these games:
they’re most often short, choice-based, and allow the player to engage with the disability via a central game or interface mechanic. I’d also say that much of the time, their focus on the subjective experience of a particular challenge understandably gets prioritized over traditional IF elements like narrative, character development, or gameplay.
All of these get a solid check save the one about having a unique game or interface mechanic that’s thematically tied to the disability at issue – though it does stand out from the rest of the games in the Comp by being presented as a pdf file with internal hyperlinks, I couldn’t find any linkages between this approach and the experience of psychosis. For all these points of similarity, though, there’s something about Escape your Psychosis that felt slightly off to me compared to other games in the subgenre, and once I finished and read the post-script, I realized what it was: whereas all those other games were written by folks who actually live with the conditions they describe, this one was written from the outside. So it’s perhaps unsurprising that there’s some distinct distancing from the protagonist, and a slightly dodgy quality to some of the depictions; the game’s got an educational purpose, and I think it mostly fulfills that remit, but I’m unsure about how well it communicates the subjectivity of psychosis.
One aspect of this is the game’s cartoony presentation. Each page features attractive doodly art that helps make what could be a heavy topic go down more easily. But when it’s juxtaposed against events that are legitimately concerning, I experienced dissonance that sometimes undercut the impact of what the narrative was depicting. And it was uncomfortable to see the somewhat-dehumanized depiction of two homeless characters – they’re treated straightforwardly by the prose, but are drawn with stink-lines emanating from them and other exaggerated characteristics. On its own terms, I actually like the art; it’s cute and well done. But it seems calculated to make the game more approachable rather than to convey how a person experiencing a psychotic episode views the world.
Similarly, the plot takes some rather wacky turns. Structurally, the game is built as a series of interlocking circles, with different choices at the onset of an episode taking you down various semi-overlapping paths as you alarm your friends and neighbors, then possibly attract official attention and get into treatment, before inevitably having another episode recur. The various incidents seem to map with what little I know of psychosis – a few are built around megalomania, many around paranoia – but the focus is very much on what the protagonist is doing, with their emotional state described primarily to explain the behavior, and the consequences of the protagonist’s disturbance are sometimes played for laughs, like when you strip naked and splash around in a fountain in the park.
None of this is ill-intentioned, I don’t think, and the information the game conveys about how to support people undergoing psychotic episodes seems valuable to me (there are one or two things that struck me as odd, especially the way the game suggests that treatment, medication, and regular habits are helpful but can’t prevent backsliding, whereas if you just have three episodes you’ll eventually learn enough about how they go to get to a happy ending where the condition becomes manageable. But I think that’s primarily just a limitation of this very unsophisticated game format). So I guess it’s unfair to criticize Escape your Psychosis for not doing very much to show me what it’s like to live with an awful, highly-stigmatized mental illness. But I was hoping it would do just that, especially since people with the condition are so heavily marginalized; there’d be real value in helping more people better understand, only slightly, what the experience is like. And the success of many other works of IF in a similar vein indicate that such a thing would be possible; maybe someday somewhat will write that game, since I don’t think Escape your Psychosis is the last word on the subject.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
My first year of college, I had a roommate who was super into Dar Williams. He was so into her, in fact, that he would fall asleep every night listening to his playlist of her songs on repeat. This being 1998, though, we were well before the era of Spotify and infinite music availability; that playlist was about fifteen songs he’d managed to snag on Napster. Oh, and our room was pretty small – our beds were about four feet from each other – so when I said he would listen to that playlist every night, I meant we would listen to that playlist every night. And while when I first heard Williams’ stuff, I found her a pleasant enough singer-songwriter who’s recognizably of a piece with a bunch of similar mid-90s folks that I really enjoy, being subjected to the same hourlong loop of music, running over and over, day after day, week after week, month after month, did uh not leave that positive first impression intact, through no fault of her own. You might justifiably ask “wait, why didn’t you just ask your roommate to play something else or turn down the volume or wear headphones or something?”, but I was a 17 year old boy, dealing with another 17 year old boy – I did not have nearly the emotional intelligence needed to initiate and negotiate that dialogue, so now something I once kind of liked leaves me twitching with shellshock.
…for once, I am starting a review off with a rambling, overly-specific personal anecdote, and it is precisely on point. The Gift of What You Notice More takes its title from a Dar Williams song, and takes as its subject a failed relationship whose fractures stem in large part from its protagonist’s reluctance to speak up and have direct conversations about their needs and feelings. Rather than an interactive drama, though, this parser-like Twine game explores its emotional terrain through allegory and flashback. After an opening that sees the protagonist ready to leave their apartment, and husband, for good, you visit a strange café where you encounter a trio of poets and an ambiguous angel who arm you with the tools you need to delve into your memories, which you do by entering three photos of pivotal moments in your conjugal lives: the night when your husband proposed, the day you moved away from your hometown to support his career, and your last birthday, when the façade of happiness you showed to him and your friends became too much to bear. By solving inventory-based puzzles in each vignette, you achieve some tentative revelation about one of three key questions that are gnawing at you (where did it all start to go wrong, what do I really need, etc.), and then you can choose which one is most compelling to you when you revisit the poets and unlock the next phase of the game.
I actually really like this structure; it combines things that parser-like IF is really good at (environmental storytelling, light puzzle-solving) with a strong thematic framework that links the gameplay to the overall narrative, while giving the player space to provide specific input about how they’re interpreting the story as they uncover it. And divorce has supported a million novels and movies, hard to go wrong there. The puzzles are solid too, all quite intuitive so they never slow you down, with an inventory system providing the tiniest bit of friction so lawnmowering isn’t that appealing.
And yet, as if it were a Dar Williams song, I found I didn’t quite get on with the game (I repeat, my current antipathy for her music is entirely irrational and undeserved!), I think for two primary reasons. The first is that the allegory is often way too literal for my tastes. This is maybe a Scylla and Charybdis thing, since I also tend to dislike games where the allegory gets too personal and abstruse to be resonant to anyone else, but I still think there’s a generous margin between that sort of thing and the puzzles we get here, where you need to confront the elephant in the room and recover what’s been swept under the rug. As one-off groaners these’d be bad enough, but they’re often the prompts for multi-step puzzles that make you really dwell on how clangingly obvious the imagery is, like the bit where you see that you’re wearing armor in the birthday-party scene, but when you try to take the armor off so you can be vulnerable, a jester comes jumping out from behind the couch to replace your protection. I admit, I’m not sure I can immediately come up with an instantly-readable metaphor for using humor as a defense mechanism that’s any less ridiculous, but perhaps that’s an indication that this whole approach is flawed.
I think I get why the allegory is as on-the-nose as it is, though, which goes to the other reason I didn’t click with the game. There’s very little here that says anything specific about the relationship, or about the character of the husband, or for that matter about the character of the protagonist. We get a very few hints – there’s a short text-message exchange where your husband’s trying to cheer you up ahead of the birthday party, and we see he’s fond of emojis – but when you go to the flashbacks, everything is static; all the characters, your past self included, are frozen, and you can’t engage or interact with any of them. While there would have been ways to keep this element of the design while still getting more concrete details into the picture – the narration could have incorporated more specific bits of dialogue, for example, or spent more time reflecting on what drew the narrator to her husband in the first place – for the most part the authors seemed content to leave both characters largely as ciphers.
As a result, picking apart the reasons why the relationship failed felt too abstract to truly land for me. Like, many of the potential problems listed – saying yes to a commitment when you weren’t 100% sure, moving someplace far away from your home for a partner’s career opportunity – could either be deal-breakers or complete non-issues depending on the specific people and specific circumstances involved. And the others are largely just truisms – yes, addressing challenges as they come up rather than burying them and building up resentment is important! – that, shorn of any particulars, lack the heft to elicit more than a shrug.
The frustrating thing is, in the ending sequence the game is more concrete and specific, and it’s by far the most affecting part of the piece. Calling a friend to come pick you up, washing the dishes one last time before you leave the apartment forever, deciding what to pack in the one suitcase you’re taking with you: the writing here conveys real emotion, and I think would resonate with anyone who’s ever been in a similar situation. After all, as great songwriters know, all the platitudes about love and overwrought metaphors in the world can’t stand up to a single well-chosen detail (again, Dar Williams could certainly be counted among these great songwriters for all I know!)
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
The major part of Meritocracy depicts a philosophy class where you’re the only student, framing this as an opportunity for free-ranging discussion that sparks creativity and learning – but let me tell you, I’ve lived something close to this experience and the reality is very different. One trimester when I was in college, I took a Philosophy of Mind class on a lark, only to discover that at my small, science-focused school, not many other folks shared that lark – there was only one other student enrolled in the course, and he was pretty flaky in his attendance. Making matters worse, the professor had the most droning voice I’ve ever heard, the class was held immediately after lunch, and the rest of my course load that trimester included some very hard classes so I was regularly pulling two or three all-nighters a week to keep up with the problem sets. As a result, I’ve retained only three things from the class: 1) I can use the word “qualia” correctly a solid 30% of the time; 2) I’ve got an anecdote I can dine out on about the time I walked into the classroom only to see a dozen Secret Service agents staring unblinkingly at me (then-President Clinton was giving a speech and they’d commandeered the room as a command post); and 3) I determined that philosophy is 95% defining reasonably-intuitive terms in excruciating detail, 4% saying completely obvious things with those terms, and 1% thought-provoking new ideas.
When I was 20, I meant this as a burn – take that, Western canon! – but with a bit more perspective, I think there’s actually a lot to respect about this approach. For one thing, having gone to law school helped me recognize that it’s often incredibly hard to come up with air-tight definitions for things that seem to be simple common sense, so while the labor of pinning language down to the mat might not be especially glamorous, it’s useful work, allowing seemingly-obvious propositions to be tested and setting the needed conditions for clear, productive disagreement and discussion. This is where Meritocracy founders: while it takes on a debate that’s recently generated a reasonable amount of energy, I found the writing throughout to be muddled and confusing, such that I’m not sure I ever got a clear sense of what the various ideas, arguments, and counterarguments here on offer actually add up to.
Structurally, the game is relatively simple – using a choice-based interface, you navigate your first day going back to school, visiting first a mechanical engineering lecture (turns out you were in the wrong classroom), then go to the aforementioned solo philosophy class where you discuss the ad hominem fallacy, before you wander into an open-air debate between students about the titular philosophy; the game then wraps up with a final visit back to the philosophy prof, where you can reflect back your take on what you heard and then hear some counterarguments. You have a few incidental choices in each vignette, but save for the one at the end where you give meritocracy a yea or nay, I didn’t get the sense that there was significant branching – which is OK, this is a game that’s trying to walk the player through an argument.
Again, though, the problem is that this argument doesn’t quite land. The general prose style is a major culprit in the lack of clarity I experienced; it’s quite wordy, and often repeats the same idea multiple times after only slight reformulation. This is rather stultifying to read, as in a mid-game sequence where you walk through the campus that feels like it loops back on itself over and over without saying anything of note. Forgive me for quoting at length:
"You are observing everything, the buildings, the gardens, the fountains. Observing them with curiosity and admiration. Observing them with reverence and gratitude. Observing them with wonder and awe. You are walking around the campus, thinking about everything. Thinking about what you are doing here. Thinking about why you are here. Thinking about how you came here. Thinking about what you will do here.
"You are here, because you want to be here. Because you chose to be here. Because you have a purpose. A purpose that is noble and lofty, that is worthy of your efforts and sacrifices, that is dear to your heart and soul. A purpose that is to study. To study not only for yourself, but for others. To study not only for today, but for tomorrow. To study not only for knowledge, but for wisdom. To study not only for pleasure, but for duty.
"But you are also here, because you have to be here. Because you were compelled to be here. Because you have a destiny. A destiny that is mysterious and inevitable, that is beyond your control and understanding, that is shaped by forces greater than yourself. A destiny that is to learn. To learn not only from books and teachers, but from life and experience. To learn not only from success and happiness, but from failure and sorrow. To learn not only from joy and love, but from pain and loss.
"You are here, on this campus, where you will study and learn, where you will grow and change, where you will meet and part, where you will love and suffer. You are here, on this campus, where you will face challenges and opportunities, where you will make choices and consequences, where you will find friends and enemies, where you will discover yourself and others."
When it comes to the philosophical aspects of the story, the stylistic issues become even more challenging. Here’s an excerpt from the exchange about meritocracy that kicks off the second half of the game:
"[First character:] You are wrong about the effects of meritocracy, my friend. The effects are not positive and beneficial, but negative and harmful. The effects are not empowering and liberating, but oppressive and alienating. The effects are not inclusive and democratic, but exclusive and elitist.
"[Second character]: You are wrong about the alternatives to meritocracy, my friend. The alternatives are not better and fairer, but worse and unjust. The alternatives are not more humane and compassionate, but more cruel and indifferent. The alternatives are not more progressive and innovative, but more regressive and stagnant."
This isn’t a debate, it’s a staged reading of the thesaurus.
What’s worse, when the writing isn’t being repetitive, it’s often being confusing. Like, the major choice about how you feel about meritocracy prompts you for your feelings on “this idea”, but there’s no immediate antecedent in the rest of the sentence or paragraph to clue you in on the fact that “this idea” here means the arguments against meritocracy that you just heard, rather than meritocracy itself, which was how I initially interpreted the clause.
The muddle extends beyond the writing into the ideas themselves, too. For one thing, the extended treatment of the ad hominem fallacy – itself somewhat confused, in that it invokes the execution of Marie Antoinette as an example of the fallacy – doesn’t have anything to do with the conversation about meritocracy as far as I could tell; the debaters are barely characterized, so they don’t go after each other on that basis. And then in the final sequence, at least in the branch I chose the professor went off on a bizarre tangent about the trolley problem, arguing that it can be “seen as a metaphor for the competition for limited resources in society” to justify its relevance. But this is pretty unconvincing – the trolley problem is obviously about ethics, not distributional justice (also, can IF please just stop it with the trolley problem? Thanks).
Perhaps as a result of the fact that comparatively little of the game is spent on the idea that’s centered in the title, I likewise found the treatment of meritocracy underbaked. There are lots of arguments and ideas thrown around, but there isn’t any kind of analytic framework provided to make sense of what positions different characters might advance, or which you might want to agree or disagree with. Like, in the farrago of verbiage, nowhere is it acknowledged that arguing that meritocracy has been tried and found wanting – because it devalues the innate dignity of human beings, for example – should take you to a completely different place than arguing that it has been found difficult and not tried – by pointing out that rich people get unfair advantages that have nothing to do with merit; all these critiques are simply lumped together. Similarly, I found the game persistently conflated meritocracy as an ideology and meritocracy as a system of concrete policies and practices. There’s just a lot of words being thrown around, and then the game ends.
Don’t get me wrong, I don’t think the game needed to situate the conversation about meritocracy in the broader context of political philosophy, or give a potted summary of Rawls or anything like that, in order to be successful (though honestly, some of this kind of thing might not have been a bad idea…) But I do think it needed a lot more discipline, in both its conception and its writing, to convey any idea beyond “meritocracy: people sure have feelings about it, seems complicated!” I suppose that requiring the player to sharpen up their linguistic tools so they can make more refined assessments could well turn out deadly dull, but that, alas, is often the price of philosophy.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
I had my issues with Hawkstone, but full points for honesty. The game’s introductory text straight-up tells you that “you will travel to far off imaginary lands with your avatar and attempt to command yourself with basic English sentences; All the while while upping your stats by fighting gratuitous monsters and looting pretend valuables so you can stuggle to the end and earn the magical McGuffin for defeating the game.” The unpretentious humility of that disclaimer made me root for the game even as the typos and expectation-management sent out warning signs – not that it takes an especially sensitive antenna to pick up on such signals when that opening blurb also says “I’m sorry the game isn’t as good or polished as I wanted, but I was down to the wire and needed another week to implement everything I intened. I worked really hard and hope it’s good enough for you.”
Points too for content. I feel like often games written in homebrewed systems are often on the shorter side, since so much of the author’s time has to go into developing the engine, but this adventure-RPG hybrid has complex mechanics (there’s a full character-development system that gradually increases a bevy of stats as you adventure, as well as separate adventure-game and RPG-game inventories) and, from a quick glance at the long walkthrough file, a giant map bursting with puzzles.
There’s obviously been a “but” hanging over those first two paragraphs, so I’m just going to rip off the band-aid: but the game is still a bit of a mess, with technical issues up the wazoo and a mystifying lack of clarity about what’s going on. Without any real plot to speak of to pull me through the rough patches – you’re just an adventurer who washes up on a strange shore and starts solving puzzles and picking stuff up for the heck of it – I bounced off this one fairly quickly.
By far the biggest usability challenge I ran into was the game’s issues displaying text. The interface keeps the location description constantly available at the top of the window while commands and responses fill in below. This isn’t my favorite approach, since it can involve a lot of looking up and down the screen, but it’s made far worse here by the game’s tendency to resize its window, making them narrow or wider in response to what I typed, and sometimes triggering scroll bars that I had to click through in order to get back to the action prompt (there are some suggestions in the readme that helped make this issue somewhat less pronounced, but it was never fully resolved). Making matters worse, sometimes new output would overwrite previously displayed text, leading to stuff like this:
—What now?–>look gate
—What now?–> ocked gate closely.ck up the plant pot above gate.
You rattle the gate hoping it’s only slightly locked. Turns out it’s very locked.
Even when the display is working properly, I still found it hard to understand what was happening around my character and what, if anything, I’d done to trigger these particular results. The RPG statistics are the worst example of this; while I like the idea that you increase your attributes by doing things (shades of Quest for Glory!) it didn’t seem like there was any link between the actions I was taking and which stats were going up, and the specifics of what different attributes did didn’t appear to be explained anywhere. Sure, strength is probably self-explanatory, but making sense of stuff like this is much harder:
—What now?–>look fishing line Search[TM] without perception and a shovel.
You examine the fishing line closely.
It goes down into the ravine. You can use it to check if the tinker has caught any supper yet.
Moved smelly kipper to location.
You check what’s on the line.
experience+
You have discovered ONLINE SHOPPING
The parser is often fairly obtuse; despite a solid five minutes of struggle, I couldn’t figure out how to light a candle with some matches, which is what eventually tipped me over into putting down the game. Occasionally I have enough patience to just key in a walkthrough to see what a game has to offer, but as mentioned, this is a really big game, and I think I’d just get more frustrated if I tried to power through it. That’s a shame given the amount of work the author clearly put into Hawkstone, but hopefully my response exemplifies some good advice for folks entering the Comp: if you think you need another week to make the game you want to submit, you probably should wait for next year (or another festival) because you likely need way more than that week. If you’re homebrewing or creating an intentionally retro experience, think hard about why you’re doing that and what the upside will be for the player’s experience. And if you need to choose between expanding your game and polishing what you’ve got – which eventually you will have to do – polish is almost always the right answer. Entering any game into the Comp is an achievement, and I hope to see more games from the author after taking onboard some lessons learned!