+=3 was intended to make the point that a puzzle can have a perfectly logical solution and still be virtually unsolvable.
it does not make this point, as the puzzle does not have a logical solution.
for those not in the know, the goal of the game is to pay a troll by handing it three items. this is the first puzzle and the only puzzle, and you encounter it immediately. however, there aren't three items in your inventory, nor are there any other items to be picked up. so, what to do?
the solution presented is to (Spoiler - click to show)think of objects that have been implemented but that are never mentioned in any descriptions at all, that are omitted from your inventory even though you possess them, and that can't be found by examining yourself -- specifically, clothes.
unfortunately, as too often happens when an author is trying to lecture the audience, it just doesn't hold up.
first, regarding the response to EXAMINE ME. (Spoiler - click to show)you're described as the adventurer from Zork. there was an object that said adventurer possessed that wasn't implemented -- the compass, mentioned only in the Alice-in-Wonderland area in Zork II. but it couldn't referred to. this conveys the information that you're a fantasy adventurer -- yet the words BOOTS and ARMOR aren't implemented. thus, even if someone does think of trying to obtain items by undressing, the first words they're likely to try won't work, and they'll give up on the idea!
second, regarding the game's tiny nature. (Spoiler - click to show)you're said to have just conquered a dungeon, but the game won't let you retreat to gather more items. in the games of this era there was always detritus left over -- the adventurer from Zork would at least have a lamp and sword. there's no logical reason to block this area off; the game is just refusing to allow you to go there because it isn't the intended solution.
and lastly, regarding the shallow implementation. (Spoiler - click to show)a handful of different words for specific articles of clothing -- modern ones -- are available. given the esoteric nature of the solution, again, someone isn't necessarily likely to keep trying clothing nouns unless they happen to hit on one first try. trying to remove my dress or shoes and being told the game doesn't understand would cause me to discard this way of thinking. this game needed a LARGE vocabulary of garments -- and given how little game there is otherwise, there was absolutely time to implement it.
overall, the reason that this puzzle is "logical but impossible" is because the author's rigged things up that way. all this proves is that IF authors are able to write puzzles where the only way most people can proceed is to read the author's mind or guess the right word, and buddy, that ain't news.
one of the problems with IF erotica is that it's generally written in a vacuum. minimal descriptions of anything but sexual acts, shallow implementation in general, and heaping helpings of read-the-author's-mind. even when the writing per se is good (e.g., Deanna) there's an inherent feeling of artificiality; much like bad porn, it just kind of starts at the sex and ends after it.
in order for an erotica game to work for me, at least, i have to understand what the characters are like, how they feel about each other, and what this means for them. to put it another way, i need the backstory.
(i acknowledge that there are some people who do prefer their porn to be storyless and characterless. to this, i reply that they are free to howl "get on with it" at my kind of erotica, just like i'm free to be bored and mildly revolted by theirs.)
"And the Robot Horse You Rode In On" is unapologetically a work of erotica; the author has even acknowledged that it began with a mental image of (spoilered for sexual terminology) (Spoiler - click to show)predicament bondage and expanded from there.
but for a work so short, it does an excellent job of characterbuilding and worldbuilding. you can understand your character. you can understand the other character. you can understand how this arose and where it might go.
well-written, engaging, and very, very hot.
first to note, the provided link no longer works; the author appears to have taken the game down.
i mean, inasmuch as this is a game at all. much like many political games it has a point to make, and it doesn't want you messing around with things like choices or alternate story paths that might not lead to the desired horror.
this game accurately portrays the American police from the point of view of those minorities that are victimized by it. i'll give it that, which means it gets one extra star than most of the on-rails political IF i've read.
but honestly this isn't really much more effective than plain text would have been, and much less effective than a well-written essay containing documentation and interviews and providing proper citations.
which is to say, this kind of thing isn't going to convince anyone; it'll get a laugh out of the people who already agree with its message, anger those who disagree, and get a quizzical head-tilt from the rest.
i can understand the desire of art to be transgressive, and that this piece is intended to start as erotica before abruptly diving deep into what is, to me at least, (Spoiler - click to show)serial-killer horror.
i realize that (Spoiler - click to show)vore is a known fetish, it has its adherents, i've had furry friends who were into it, Your Kink Is Not My Kink But Your Kink Is OK As Long As It Only Remains A Fantasy.
but as something to spring on a reader without any warning, in a game presented as ordinary porn, it's a little on the extreme side.
if the (Spoiler - click to show)serial killer stuff had been accurately signposted in advance, i would probably have given this game four stars ... from another room ... using a long pole to click the mouse. it's very well written. but the fact that this incredibly triggering content was provided without warning forces me to reduce the rating considerably.
i'm going to come right out and say it: the writing in this game is gorgeously disgusting. the horror is real and visceral, and as you begin investigating it things just continually splatter from bad to worse. even images that might otherwise be comical (like the (Spoiler - click to show)laundry chute) have a cleverness to their descriptions that causes the gorge to rise and the eyes to be averted.
you are a test subject in an experiment run by a (Spoiler - click to show)corrupt and evil corporation ((Spoiler - click to show)really, did i even need to spoiler that?). as such, you've developed abilities beyond mortal ken, used with the new CONCENTRATE command. it takes some time to get the idea of how it works, and i kept finding new wrinkles in my powers as the story went on.
in terms of dream-logic, the horror is consistent and makes sense. you can never be quite sure if what you're dealing with is some kind of magic or merely a branch of science that humanity is better off not exploring. you find many diary pages and journals written by the doctors and others involved in your care, and it's very easy to start to care about certain ones (and to want to bring certain others on charges of crimes against humanity).
so, why three stars instead of five? well ... One Eye Open was clearly not adequately tested. there are constant issues with disambiguation any time you're in a room with multiples of the same object, and there are so many objects with the same noun. the notes your character carries are concatenated into a single object; why not the keys? and why isn't there a better way of navigating notes, possibly using the Invisiclues-style menu system that doesn't seem to have been used at all?
there are also cases where there only seems to be a single command that can accomplish the task. i knew exactly what to do in the (Spoiler - click to show)Autopsy Room but I couldn't get the parser to understand any of multiple phrasings. disambiguation stuck its oar in here as well, because (Spoiler - click to show)any attempt to refer to parts of the corpse, including the vital corpse hand, is redirected to the corpse's mouth instead. a situation like this, where you're locked down and being carefully timed, shouldn't have these issues.
finally, while it's possible to get a good ending, getting the correct ending is basically a matter of luck. throughout the game, you'll experience (Spoiler - click to show)flash-forwards to members of the staff dying in assorted horrible ways. in all but one such situation, there's nothing you can meaningfully do. but that one time, unless you ignore the chaos around you and take an unclued action, you're locked out of the true ending. you can't even replay the sequence to try again. this is not fair to the player at all!
overall, there are so many good ideas here. such a good story, albeit one firmly within genre conventions. clever puzzles. but One Eye Open needs more testing and debugging to fix the disambiguation errors, make your notes less of a chore to access, and to fix that one burst of deep unfairness.
this is not a piece of interactive fiction, or even really interactive at all. it's a completely linear narrative that uses some hypertext tricks to good effect.
like many similar works, this is an attempt to generate empathy by putting the player in the shoes of someone from an oppressed minority, then relating a very painful and very accurate example of how crushing and damaging that oppression is.
it's cathartic to read as a trans person. but i don't know if this kind of project can ever really have the desired effect, because the people who truly hate us want us to suffer. they don't experience empathy for us. a TERF would read something like this and probably laugh.
but maybe i'm just too cynical and old.
five stars for the writing, but again note, this is not a game or even particularly interactive. it's an essay in hypertext form.
There's not much to this one. A small number of rooms, shallowly implemented, many of them either empty or containing exactly one object. There are no real NPCs (there's one other character, but he seems completely unreactive). You can easily access the "waiting room" location (the place where objects that are not placed in a room are found) despite the game not otherwise being "meta."
Most of the puzzles are obvious, repetitive, or completely unmotivated. The shallow implementation can be a headache, with objects that are very different having no disambiguation.
It's a lot like someone's first IF, the one they write to learn how to code and only share with their friends -- a random layout of rooms, a paucity of interactive objects, and a few very basic puzzles.
There isn't anything specifically offensive about it, though; it's just a very basic work without much to it.
a very short treasure hunt in which you, the angel Gabriel, must return to heaven but cannot until you have collected the seven colors of the rainbow. you are assisted by Demeter, your (presumably?) mortal lover. (it is clearly not the Greek goddess Demeter.)
the writing is snappy and the relationship depicted is sweet. Gabriel is an adorable nebbishy type and Demeter -- you know, i mean i could describe the character, but looking at the author's name and the apparent resulting self-insert, i'm not comfortable describing a real person i don't know.
if this were a longer piece, perhaps spreading the colors out further or adding more tasks, i'd feel better about it ... but it's only two rooms, and while the colors are kind of hidden, they're not hard to find and the game is over in less than ten minutes. i don't have enough time to really understand the characters.
aside from its length, which is auctorial choice even if i don't agree with it, i had three problems with this game, all spoilers:
1. blue. (Spoiler - click to show)while i have seen pants that are the kind of bright, pure blue called for by the scepter, i've never seen a pair of jeans that were that kind of Platonic blue -- manufacturers tend to go for a light blue or a very dark one. i'd very much assumed my jeans were an "off" color like the burgundy furniture, and found they worked while looking for an Easter egg.
2. indigo. (Spoiler - click to show)the sky can appear indigo at sunset at high altitudes under very specific conditions. there's nothing in the game to indicate that those conditions are present. the clue is "what would you color with a blue-violet crayon," which i'd think would vary by child. also, you're supposed to have to touch the object, and the indigo light is scattering in the upper atmosphere.
3. (Spoiler - click to show)the game cannot be completed without getting at least two suggestions from Demeter -- both yellow and violet involve items that are only gained by asking him. under normal circumstances this would be good ... BUT talking to Demeter is presented as the game's hint system. it does not make me happy when a game is only solvable with hints.
but overall it's sweet and sappy and adorable, and being this length and this easy makes it a kind of like a Christmas card to send to someone you love.
Zork Zero, i hate you.
i hate your massively overblown size, mostly full of empty rooms with no purpose. i hate the excessive copy protection, with many promising puzzles (including the game's central puzzle) turning out to be "do you have the documentation" checks.
but the reason why Zork Zero feels like such a cop-out, such a zero-effort mess?
Towers of Hanoi!
fox, chicken, and grain!
Hi-Q!
Nim!
measuring liquid using two vessels!
true and false statements written on doors!
the executioner's paradox!
a freaking rebus!
what in the heck are all of these ancient bewhiskered cliches -- many of them extremely belabored and move-intensive -- doing in a game produced in the twentieth century? let alone in a Zork game, a series known for the cleverness and wry sense of humor in its puzzles?
the worst part is that these old chestnuts make up the game's better puzzles. the original ones, like catching the flies, breaking the couple's curse, and the fungus puzzle, are utterly half-hearted. there's no depth to them; frequently they're mostly just hauling the right objects across the bloated map.
about the only puzzle in this game that felt truly satisfying and Zorkian was breaking the hunger curse. i had to use a variety of objects in weird ways to achieve a completely loopy goal.
but everything else ... this is just a miserable slog of busywork and cliche. i understand making a game this huge is difficult, so there's a temptation to just fill it up with junk so you can boast about the number of puzzles ... but you know, you could just have made the game smaller and actually good.
wordplay games have always been a tough genre to get right. on the one hand, you want to have consistent rules for word manipulation, so the player isn't just sitting there guessing words. you want to have the puzzles actually fit together into a larger picture, whether that's a treasure hunt (Letters from Home) or a detailed plot (Counterfeit Monkey). you need to make sure the game is tuned to the language, not to pop culture references, to ensure the game doesn't become incomprehensible five years from now.
out of the short stories that make up Nord and Bert Couldn't Make Head or Tail of It ... one, perhaps two, fit any of these criteria.
the general pattern of these stories is to recognize the kind of "wordplay" at work in the story, then just examine items and type every example of that wordplay you can think of. in "Playing Jacks," you have to know a lot of words that have "jack" in them. in "Shopping Bizarre," if you see an item, you type its homophone. the biggest offender here is probably "Eat Your Words," which is just see object, type cliche naming object, continue.
there is a single highlight here: "Manor of Speaking." it's a haunted house game where each ghost has a different obsession, and you play them off against each other and solve actual puzzles riffing off wordplay. it's brief but delightful.
by contrast, the worst of the lot is "Act the Part," which requires the player to be familiar not only with unfunny gags from downmarket 1950s sitcoms, but also to recognize a phrase that is as opaque to me now as it was back then ((Spoiler - click to show)"better a bottle in front of me than a frontal lobotomy"). this stuff was dated when it came out. (ironically, the opening-move puzzle in "Act," despite being incredibly frustrating, is one of the few that's stood the test of time.)
similarly culture-specific and extremely difficult are "Buy the Farm" and "Shake a Tower." "Farm" is at least well-written (most of Nord and Bert has nothing but short, terse responses) but some of the expressions in it are already passing out of English parlance. "Tower" uses spoonerisms, but it's also very cruel, utterly nonsensical, and nearly impossible to get a perfect score on.
people talk about the Oddly Angled Rooms from Zork II being too culture-specific. at least there there are at least three countries whose inhabitants should get the joke.
if all of this were beautifully written, or tied together in a coherent fashion, it might be another story. but it's just checking off disparate scenarios until you're allowed to go on to the last one, "Meet the Mayor," which is basically the same as "Buy the Farm" but with much more obscure language. (some of the phrases in "Mayor" are so obscure that even now, almost thirty years later, i've still never heard anyone use them.)
most of the games that Nord and Bert inspired did the job better. i was a huge Infocom fad, to the point of a fault, but there are still a couple of their games that i just can't defend. this is one of them.