Photopia is often cited as the best interactive fiction of all time. It has won numerous awards, inspired a shift to story-centered Interactive Fiction, and so on.
It really is a great game. Despite all the hype, sitting down and playing through it is fun. The meta-puzzle of trying to understand what's going on keeps you going through different scenes. The different scenes give you the impression that you're playing a hard puzzle game while actually simplifying things without you knowing.
The colors are a good part of the game; if your interpreter doesn't support or if you are unable to distinguish between colors, you should use your imagination.
Is this really the best IF of all time? I honestly would have to say that nothing is really better than it. I don't replay it because it makes me sad. I like to stick to puzzle games or big crazy worlds. But this game has substance and meaning.
This game was one of the two winners of the very first IF Comp. It is well known for being one of Plotkin's most difficult games, and one of the most difficult well-known games in general.
You play a loner who leaves a picnic/party to look around a secluded woodland area. Puzzles are hard due to:
1. Not knowing what your goal is;
2. Being able to put the game in an unwinnable state without knowing it;
3. Fast-paced timing.
Despite, or possibly because of the difficulty, this has remained a very popular game. Perhaps this is because the game has an inspirational feel. It is easy to identify with the protagonist, and the games understated writing gives you a sense of wonder.
The game was intended to be completed in 2 hours. You will certainly reach an ending within two hours.
This is my favorite Short game. This game is set in the future, when a colony from earth has developed gene-altering technology. The setting is not really important, however. What is important is the negotiation and the recording features.
Negotiation: The main purpose of the game is to work out what will happen between earth and the planet. Your job is to communicate this, but you have to understand the symbolism of the settlers. The bulk of the game is focused on figuring out what to say and how to say it.
Recording: This is actually not even necessary to the completion of the game, so some players have missed it. There are several recordings in the game which can be 'processed' to one of several different modes, such as a cartoon mode, a scientific mode, etc. It was hilariously fun, and unique among games I have played.
One of the great sci-fi games.
Chlorophyll felt like a commercial game to me. If Infocom had lived longer, I could see this as being one of their "Beginner" games (which were never very easy, as far as I can tell). It's well-polished, with a strong background story and lots of extra details.
It's a mid-length game set on a distant world. You play a young plant-woman with her plant-woman mother. You must explore a base while also coming to grips with your own coming adulthood and independence.
At times, I stopped playing Chlorophyll for a few weeks because the game seemed too open without much direction, and I felt overwhelmed. As I pressed through, though, I found that you were guided pretty well, and I found the last three areas enjoyable.
The only other sticking point was the long intro where you can't do very much. It made it annoying to restart. Other than that, this is one of the best 'recent' games.
In the Moonlit Tower, you explore a small 3-story tower to help remember who you are and your past. Like Dreamhold, the key to your memory seems to be masks, but much of the game, you don't know what to do with the mask.
The setting is dreamlike and very poetic. It is the game most likely to find its way into a book of poems or an art gallery. The author borrowed its imagery and story from several cultures, including Mongolia and China.
The puzzles are mostly the examine/pick-up-object type until you progress very far, and then they get a bit more difficult. There are multiple endings, some of which are hard to find.
The first scene(s) in Legion are truly ingenious, one of those "What on earth is going on?" type games. It took me quite a while to figure out what was even possible, but I had fun exploring. There is basically one important verb that you can try on everything, and then reading in-game clues should give you some ideas of what else to do.
Once the game transitions into it's second section (signified by changes in the in-game color), it becomes a bit more standard, similar to Babel and the many games inspired by it. It uses some profane language, which is mostly appropriate for the nature of the person and the situation. The puzzles are still very good, the writing is still good, but the opening is so great that the rest of the game pales in comparison.
This is one of the best murder mystery games; you interview a variety of very vocal NPC's with different personalities, you pick up clues, look through a house, then deduce a murderer and then arrest them.
The NPC's are vibrant and active, moving about the house, talking about each other and their actions. It must have been an enormous amount of effort to implement these NPC's.
The story itself is necessarily somewhat weak. As the murderer can change every time, everyone's backstory and alibi have to be flexible enough to account for the changes, and there is no sense of urgency in the game.
A must-play for murder mystery fans.
'Balances' is a short game based on Infocom's celebrated Enchanter series. In fact, the opening area is directly based on the sample walkthrough in the manual of the original Enchanter game.
This game demonstrates some of Inform's best abilities: indistinguishable objects, games involving large numbers, magical spells that interact with each other, a balance that weighs different objects, etc.
The game is relatively fun, but short and without a coherent plot. It can be a good introduction to the Enchanter series for those who aren't sure about Infocom games.
Graham Nelson wrote a longer game with similar elements: The meteor, the stone, and a long glass of sherbet. Those who like this game should definitely try the longer Meteor game.
Dual Transform, by Andrew Plotkin, is one game that I think would be great for beginners without being condescending or annoying; it is also great for experienced players.
In this game, you control a console that alters the environment. You stay in the same room with the same item, but the room and item change appearance.
Once you figure out the logic of the game, it is mostly one straightforward move after another, with a couple of little sticking points that provide more satisfaction.
The writing and setting are top-notch, making this a memorable game. Having recently played "So Far", it seems that the author took some ideas from that game and concentrated/refined them into this game.
I had heard of this game years before I played it. I didn't have a TADS interpreter, and I was only using mobile, so I just read the walkthrough and felt I understood the game.
So when I finally got an interpreter and played the game, I was in the odd position of having known the solution for years but not knowing the game.
The game is much more than its solution.
The variety in the game comes from two sources: the players choice of actions, and a surprising variety of random "reshuffling" of the environment with every restart.
The environmental cues make the games complicated parser much easier to understand. The NPC's will say "so and so said ....", which tells you things you can say, and so on. You discover new characters as you try different directions and options. There is a lot to discover, if you don't focus on just playing the game. There is also a large "amusing" list at the end.