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Quotient, The Game

by Gregory R. Simpson profile

(based on 2 ratings)
Estimated play time: 2 hours (based on 1 vote)
Members voted for the following times for this game:
2 reviews4 members have played this game. It's on 3 wishlists.

About the Story

Do you want to become an agent of Quotient, the global, independent spy agency? You are at the entrance to their top secret headquarters. Proceed down the lane to begin your mission and earn the rank of Secret Agent!

Ratings and Reviews

5 star:
(0)
4 star:
(1)
3 star:
(1)
2 star:
(0)
1 star:
(0)
Average Rating: based on 2 ratings
Number of Reviews Written by IFDB Members: 2
3 of 3 people found the following review helpful:
This is... exuberant and silly., September 3, 2024*

[Update: As the author points out in comments, this review is based on an early release of the game, which has since been substantially revised. Also, I did find the game to be likable overall in its earlier form. Readers are advised to take both of those facts under consideration. I've removed my rating from the game's average.]

Inform 7 makes it easier than ever to code a game. It remains difficult to make a good game.

This is very clearly a first effort. Michael J. Coyne's list of "First-Timer Foibles" remains relevant, and this work earns a CQ (Coyne Quotient) of 6 for items 2, 9, 11, 12, 14 and 15.

It's hard to take this game very seriously on its self-proclaimed merits. The functional plot (i.e. what you experience as a player) seems more concerned with offering guided tours (especially around Ohio) than being a spy thriller. (I will admit that I found this to be something of a saving grace; some interesting facts are presented, which will probably be among the most memorable parts of the play experience.) The game also seems pre-occupied with paying homage to Infocom, Star Wars, Narnia, and various (presumably real) food establishments, to the detriment of its focus and continuity. In fulfilling the PC's mission and/or scoring all points, you will: (Spoiler - click to show)visit a pun-oriented maze; build a bonfire using flint, steel and 69,105 leaves; visit a privately-owned (and ostensibly secret?) space station; fly to Africa to retrieve a MacGuffin from a villain conveniently hanging out in one of the handful of locations there (using a weapon retrieved from the Oval Office, no less!); craft a lightsaber; enjoy a parade of junk food and sweets; visit several architecturally-significant buildings; make use of a divinely-delivered laser; find, wear and use a magical pendant; and do something else worth 2 points that I never figured out. Are you intrigued? If so, read on.

There are many "puzzles" that are pointless. They qualify for the term only because they are things one must do to score points; their impact on the world state with respect to the ostensible plot seems to be zero. These appear to originate solely as artifacts of the process of learning to code, and not as part of an integrated design of puzzle and story. (In fact, the points awarded for following the mission are a small fraction of the intended total.) While anyone new to coding can appreciate the thrill of victory felt when overcoming early technical challenges, such learning exercises are generally not appropriate to include in the final game. The adage "Be ready to kill your darlings." applies. (An aside: My final score was 352 out of a possible 214. There is a scoring bug in which a 10-point award can be repeated indefinitely.)

Certain other "puzzles" are classic examples of poor puzzle design in the vein of mind reading and/or guess-the-verb. The very worst offender here is the command needed to reboot a computer: (Spoiler - click to show)>CONTROL-ALT-DELETE. A close second is the command required to get out of a VR simulation: (Spoiler - click to show)>BLINK RAPIDLY. (Technically, there's something that might be counted as a clue -- by British puzzle fiends only -- for the latter. The VR environment seems totally optional, anyway.)

I note that the >CREDITS list "TBD" as beta tester. Obtaining beta testing is almost universally regarded as a prerequisite for a serious-minded public release, and its lack is keenly felt. I get the strong impression that this game was originally written for private circulation (in large part because it seems to contain a cryptic marriage proposal -- (Spoiler - click to show)"The display says: '01101101 01100001 01110010 01110010 01111001 00100000 01101101 01100101'" [which for the lazy translates into ASCII as "marry me"]). Based on the blurb, it's now intended to serve as publicity for the author's novels set in the same universe.

The fictional world presented borders on absurdist in its outlook. Here is the description of the President of the United States: "President Bridget O’Connor is a wise leader. She was formally the head of the NSA. The President is aware of Quotient’s operations." (Yes, "formally.") And here's that of the Prime Minister (presumably of the UK): "Prime Minister Jason Stevenson is a skilled martial artist in addition to an ingenious political leader." I could not help but interpret items like these as comedy.

All that said, I'm giving this work two stars, which I will note translates roughly as "has some positives but needs improvement." It is exuberant, yes, and silly -- but I still found myself liking it more than not. Your mileage may vary. I wish the author luck, and we can all hope that the recipient of the marriage proposal said yes.

* This review was last edited on November 12, 2024
Note: this review is based on older version of the game; this rating is not included in the game's average.
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A spy game with a lot of puzzles, treasures and pop culture references, July 3, 2025
Related reviews: 2-10 hours

This game is a tie-in with the author's two published books, Quantum Time and The Quantum Contingent. All three deal with a spy agency and a quirky cast of characters.

In this game, you are a new agent arriving at headquarters, and you have to get your assignment from the chief of the spy agency you work for. Once you get it, you end up setting off on a jet to locations across the world where you can gather items, face danger, and help a quantum-entangled experiment.

Genre-wise it's similar to Zork set in the modern day, with a combination of science fiction and fantasy without much regard to how well they fit together; instead it follows the 'rule of cool'. So there are things like light sabers, magic, virtual reality, etc. It also contains detailed, enthusiastic descriptions of locations, especially in Oxford, which were fun to read and which gave me some googling to do.

The book tie-in setting here was both a blessing and a curse. The great part about it is that the world feels vibrant and alive, with characters connected to each other and backstory everywhere you look. The curse is that the game assumes you know this info. I started the game with no idea what to do; it said I needed to get my mission, but I was by a farmhouse. It was only by exploration and looking at a spoiler-free map that I discovered I was supposed to be trying to find the base. Early on the game mentioned Martin but I didn't know who that was. Near the end it was hard to know what my last tasks were (after fixing Cassandra's computer). It felt like the author had spent so much time in this world that some facts felt obvious or natural, but weren't to me as a casual reader. Nevertheless, the further I got and the more I learned about the world, the more all of the references and discussions made sense.

I think people will mostly enjoy this game if they like Zork-style humor and exploration. The game is both hard and easy; when there is a task you need to do, the game generally gives you a lot of hints and nudging on how to do it. Much of the points are optional (like finding treasures). The difficulties I did have were in figuring out how to type commands or what to do next. The most difficult thing for me was figuring out how to operate the jet (I tried TURN ON JET, ENTER COCKPIT, FLY JET, etc. It turned out I needed information found on another item).

The game is both superbly polished and unpolished. It is very polished because it has important nouns bolded and unimportant nouns in italics; has a list of Places and Things you've seen; has tons of things to talk to agents about, etc. It's unpolished because it is missing some background scenery (like the digital display in Cassandra's lab, which is not implemented despite being mentioned prominently); sometimes it just doesn't make sense (like the escape tunnel that says 'Martin has to show you the way first'); and sometimes it knows what you want to do but chooses to ignore it (like if you try to put something ON something and it says, 'No, you have to HOOK it'). All of these things are very normal in first games, and I have all confidence that the author's next games will be polished in every sense.

Here are my five criteria I use for judging when I'm not sure what score I want to give. Among all IF games I've ever played, I'd give this game 3 stars for great idea and mixed execution; for effort and as a first game, I could give it 4. So for the appearance of subjectivity I'll do the criteria:

-Polish: As described above, the game is very smooth in most respects but lacking in others. One area is quotation marks, which are absent in some text and at least once appeared gratuitously.
+Descriptiveness: The world felt very much alive and vibrant, with rich text.
-Interactivity: As described above, I often didn't know what to do and sometimes struggled to find the right command for the thing I wanted to do. Much of the interactivity was engaging.
+Emotional impact: I found the game amusing and entertaining. I plan on reading the books it belongs to when I find time.
+Would I play again? I would play a revised version of this game, and I look forward to future games by this author.

However, on reflection, I've decided to bump up to 4 stars.

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News

Quotient, The Game - Minor Update for Review-a-thon!June 29, 2025
I made some minor updates for the July Review-a-thon including:
- Fixing a bug whereby the first song is missing from the playlist unless you look at the first room.
- Bolding "things" to make it easier for novices to know what they can take/examine.
- Reengineering a shade to properly open and close instead of using a less elegant "instead" coding construct.
Reported by Simpsong00 | History | Edit | Delete | Direct link
Quotient, The Game now has a formal map!May 30, 2025
There is now a new, easy-to-read map in addition to the "inform style" maps... (Other minor tweaks/improvements... for example, the NPC's get a little smarter all the time.)

Enjoy! Greg
Reported by Simpsong00 | History | Edit | Delete | Direct link
Quotient Really sort of final, final releaseApril 21, 2025
Every time I think I'm done... I find a few more things to add or tweak just for fun. I added a "ranks" command, as well as some minor improvements to descriptions. (particularly after something has happened that might change the item/area) I also made a seemingly meaningless piece of paper into something much more interesting. (and I continue to add vocabulary to the NPC's.) Let me know what you think!
Reported by Simpsong00 | History | Edit | Delete | Direct link
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This is version 69 of this page, edited by Simpsong00 on 29 June 2025 at 6:41pm. - View Update History - Edit This Page - Add a News Item - Delete This Page