Thanatophobia

by Robert Goodwin profile

horror
2022

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2 of 2 people found the following review helpful:
Help me help you., December 12, 2023
by manonamora
Related reviews: ifcomp

~~ Updated Review from the 2022 IFComp bc I replayed it recently ~~

Thanatophobia is a relatively short horror chat-like parser in which you play a therapist trying to uncover what is scaring Madeline, your patient. There are two elements to uncover, before you can make progress and reach the end.

I remember enjoying this game quite a bit when I first played this game, mainly because this is a parser where you could type complete nonsense and still get a coherent response out of the chatbot. Even if there are hints on the page, to guide your psychological session, their vagueness didn't make you feel cheated for solving the puzzle. My stance on the game has somewhat evolved since.

As with my first playthrough the game, I enjoyed the psychological horror aspect of the story. From the start, there is something quite wrong with the person answering your questions - questions often left somewhat unanswered. Madeline only reveals the truth when your force it out of her, probing her mind until she gives in - which at times requires quite a bit of walking around the bush, as she is not the most forthcoming person, deflecting any element that is a bit too hard to deal with.

Replaying it so long after, I had honestly forgotten about the twist that came with the final beat of the game. Until the absolute last moment, I even was doubting who the strange figure was truly (something I had caught early on the first time around). Still, that moment brings everything into context, showing how much Madeline struggles with her issues and how it affected her. It is incredibly sad, yet ends on a hopeful note.

The horror aspect of this game doesn't just stem from the setting itself, and the story as a whole, but the gameplay as well. Unlike the majority of parsers, this one is not bound by rigid commands to advance the plot. Instead, the system will still respond to the most strange commands given (even complete and utter nonsense). It is incredibly eerie how the "AI" answer your questions, even striking back in frustration when you are not making any substantial progress with the session.

But this system is not without friction. As it is a chat-experience, Madeline does not say more than a few sentences at a time, forcing you to time a command during monologues - which at times broke if the command resembled a bit too much one for another bit of the story. I think I would have rather gotten a larger block of text, or multiple messages in a row.
In the same vein, getting information out of Madeline is sometimes pretty frustrating, even if you can mark it out as 'the patient being a bit difficult in sessions because it is a heavy topic'.

Overall, this was an interesting game. One I do not wish to revisit any time soon.
Turns out, I have thanatophobia too :/

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2 of 2 people found the following review helpful:
ELIZA with higher stakes, December 25, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Every year I have one author I didn't know with whom I trade a flurry of testing emails. It's exciting. I learn a lot. I wish I'd have started sooner, but on the other hand, I'm glad I had a chance to focus. Thanatophobia (TTP) was such an experience. An innovative interface and seeing my suggestions fixed quickly made me quite happy. As a reviewer, I try to dissociate the enjoyment I had changing works and seeing an IFComp entry under the hood before the big reveal on October 1st from, well, is the work any good? On replaying to actually review it, I think it's still quite good, and I'm glad people reviewed and discussed it despite minor technical hurdles (note: best played on an Opera browser with VPN.)

Now my ideal IFComp entry would be comedy. I do wish IFComp would have more of such entries, where people overcome frustration with coping. Nothing cheesy or prosperity gospel-ish, nor any too-hackneyed "Ha ha ha just deal with it" or outright absurdism for its own sake. But I've always been interested in new and different ways to Deal With It, and a lot of what I write revolves around that, albeit abstractly or weirdly or related to parts of my life I can't share, and if I did, it might not make sense.

Thanatophobia pretty clearly establishes itself quickly as Dealing With Something. But the cheap fun jokes are missing. It's not oppressively dark, or dark for darkness's sake, though. You can guess what's going on pretty quickly. Someone is describing a dream they have. You need to ask them questions. The right ones may push them forward, but it's not necessarily a matter of "hey, look, I can speed-run through with the exact ones." Madeline, the subject of your interrogations, so to speak, gets less vague as you ask more pertinent questions.

As for what you're asking her about? Well, that's something you may guess at with an elementary knowledge of Greek, given the title, but it's not revealed right away. There's a dark figure in the corridor she is dreaming of, but she can't look at her face, only giving small details.

Thanatophobia's natural language parser seems very good and also knows quite a bit of trivia. I just asked about Ren and Stimpy for the heck of it during testing, and she had a non-generic response. TTP's playing a tricky game here, because in order for it to feel real, Madeleine will have to have a response to everything, and a lot of times it is watered down. That can lead to saying oh, why bother, but on the other hand, given that she is vague about other things she needs to be specific about, it works pretty well. You learn when she is being meaningfully vague, and when you should push forward with what you have to say, and when you are just going down a dead end. So it sort of felt like an emotional intelligence test back at me.

How does one pass that test, then? Thanatophobia has three main points, which are revealed in the hints, unobtrusively placed in a pop-out box below the game's main image, which changes when you hit a critical moment. But you and probably figure out pretty clearly when meaningful progress is made. Madeline talks to you about her family, about her friend Kim, and about her friend Kim's family. She reminds you of how you met, and that plays some into what you need to ask about. She wonders why you knew she might have needed you, and you can probably figure out some of the reasons as you go through things. All this doesn't happen right away. I don't know what goes on under the hood, but you slowly start asking about things, and she slowly starts revealing more or saying "But I can't X, can I?" If you get too far off-base, there are nudges back. She notes there's something she's worried about and would like to be asked of. It's much more natural than a quit button or even "Don't leave me now!"

The end was not a huge surprise for me, but that didn't matter. I pretty much knew what had to be done, and I saw through it, and I sort of didn't want it to be true, and I still think I had empathy for Madeline and what she went through. It's certainly an issue we need to address, and in many different ways, especially since, well, I recently saw one of John Oliver's This Week Tonight that addressed the issue: (Spoiler - click to show)it was about how drug gangs in Brazil took more precautions against COVID than the government did, because people being alone is a huge risk factor in drug addiction. You get bored and need something to do, and surely with COVID done, you wouldn't keep at it? So it hit home a bit extra based on what I'd recently experienced, as well as (nothing too dramatic) realizing I was eating more than I should when my athletic club closed for 3+ months back in 2020. I guess I got away with not too much damage, but I did spend too much time playing computer games.

It's tough to provide a new spin on the issues that Thanatophobia raises, but I realized that it may not have been so much about the issues as about getting someone to open up and tell you their secrets, even if you're not the sort of person who looks into secrets. Maybe they had to hide them for a bit, but they need to reveal them to you now. So I felt there was a very good back and forth there, and I think it worked especially well because maybe just you couldn't see the usual parser prompt or whatever, and the use of graphics gave a realistic world that couldn't be too in-depth because of what Madeline needed, in the short term, to hide.

I wound up testing TTP in more iterations than I thought, and not just because I said, hey, maybe this would break things, or the author would get more feedback, or out of a sense of obligation. It provides a useful line of inquiry into certain things that are stigmatized, or into people where we say, how could you be dumb enough to do that? It makes you realize what the real important questions are, without bathos or melodrama or without cloying with too much sympathy. I found it a boost for my IFComp stretch run, both technically (hey! I'm finding stuff!) and also as a reminder of things I'd fought through that I could feel good about, even if they were not as critical as what Madeline saw and experienced.

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3 of 3 people found the following review helpful:
Chatbots: Innovative Same-iness, December 9, 2022
by JJ McC
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Because of specific compatibility needs, this game made me install Opera. Better be worth it! It’s fine actually, the linux build was seamless enough.

I think this is my first interaction with a Chatbot since I tripped over ELIZA (already deeply out of date) on the early internet. “Pshh, c’mon reviewer, Siri and Alexa are everywhere…” NO. NO NO NO. Spybot Siri and Agent Alexa are not welcome in my life! “Dad, they only listen when you talk to them…” said my adorably naive daughter. It took a way too long silent stare to get her to tumble onto how they know you are addressing them… Does this make me sound like the Unibomber? To repurpose a Chris Rock OJ Simpson joke, “I’m not saying he shoulda done it. I’m saying I understand.” Hm, not sure that was as funny as I wanted it to be. Not sure the original joke was either. Oh God, I’M WEARING A HOODIE RIGHT NOW!!! Maybe its best if you politely let me cut away to…

Thanatophobia! A chatbot that is totally not spying on me! Well, the server is logging my every input… I’m backing away from the brink. I promise.

My first impression was both how much and how little progress has been made since ELIZA. As I recall, Eliza’s ‘trick’ was to keep asking questions using text you had just typed to give the illusion of talking. Was that Eliza? I think so. Or maybe I’m confusing 'her' with a psychoanalysis bot. I’m just gonna go with Dr. Eliza for the rest of this. Thanatophobia kind of reversed the equation. It was at its most convincing when I asked questions and it answered. It had a convincing array of answers ready for me too! About family, friends, jobs, relationships. There were great stretches of reasonable dialogue, though inevitably most of them terminated into “don’t wanna” before I was done. The "don’t wanna"s were pretty ok, felt natural as much as unnatural which is a step above most IF. The illusion was enough that I slipped into Engagement pretty quickly.

It was a weird experience though. I would go through stretches of hyper-effective conversation to hit stretches of close-but-not-quite. The uncanny valley of dialogue. The overall effect was Engaging, but with intellectual reserve. It did give me a moment of amusement, albeit perhaps at the game’s expense, when I had cause to say “I got that” after a particularly egregious bout of repetition.

The uncanny valley was most pronounced when what felt like a pretty natural, meandering conversation suddenly took on NPC-driven endgame urgency of “who is it? who is it, huh? tell me, who is it?” I fought this for two reasons. On the one hand, in my role as therapist, I didn’t feel like we were ready for specificity. On the other, there were some questions I still wanted answers to that seemed as or more important than the mysterious identity. Eventually, I was bullied to spamming candidates until there was an answer they liked, and only as a declarative, not a suggestion to digest together. It seems like there is a narrative fix for this, if I can be forgiven the presumption. (Spoiler - click to show)If the threatening figure, so far aloof, had advanced on the NPC in a perceived threatening way that would have given some rationale to the sudden urgency of the question, and gotten me on board with providing an immediate answer.

The rushed ending, and in particular my spamming response to it, nevertheless credited me with a “win.” It made me wonder if there was a “loss” scenario. That’s fine, sometimes IF is really only about the story. Here though, a key part of the Engagement was the illusion that I could help, and driven by the prospect that I MIGHT NOT. A bit of edge is taken off when it feels like (warranted or not) maybe failing was never a possibility. Or maybe, that impression was just an artifact of Chatbot limitations, I can’t tell. Let’s credit it to that, and club it with the uncanny valley to call it Notable. I do really like how different this was than most IF I've played this year.

Anyway, I’ve got Opera now. But who am I kidding. I use Firefox/DuckDuckGo with a massive superstructure of privacy plugins. That’s not gonna change.


Played: 11/2/22
Playtime: 30min, success
Artistic/Technical rankings: Engaging/Notable chatbot limitations
Would Play Again? No, experience seems complete

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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6 of 6 people found the following review helpful:
A chatbot mystery, November 28, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I also beta tested this game, and haven’t done a full replay, so caveat lector)

There are various origin points for what we’ve come to call IF – Adventure, most obviously, but you can also trace choice-based games back to the print Choose Your Own Adventure series and its own early-20th-Century antecedents, and Aaron Reed defensibly started his 50 Years of Text Games series with the initial, purely-text versions of Oregon Trail. There is an eccentric uncle in the attic nobody really likes to talk about, though – or rather, aunt, since I’m speaking of the chatbot ELIZA. Viewed now as little more than a parlor trick – though how could it have been anything else, given the hardware constraints at its 1960s inception? – AI tech is finally catching up to the possibility of having a computer that can engage in a dialogue with you, even if the Turing Test is in no danger of falling anytime soon. So it makes sense that authors are now attempting to re-cross the streams and make a chatbot into a game, rather than something for pre-teen boys to feed dirty jokes into.

Of the runs at this idea that I’ve seen, Thanatophobia seems the strongest. I’m not equipped to evaluate the back-end of what makes it feel reasonably responsive, but there are some design parameters that are cannily set up to paper over the inevitable infelicities that will come up when trying to speak English to a robot. For one thing, the interlocuter character is set up as someone disoriented and not in their right mind, so the occasional odd interjection doesn’t seem too mimesis breaking. For another, the game’s built around a mystery with several pieces, so it’s less likely the player will spend so much time on one topic or area that they start trying increasingly-odd questions or statements. The author’s also done a good job of fleshing out various non-essential bits of backstory so that there’s room for the player to explore without quickly seeing the difference between the hand-tuned, critical path content and generic chatbot oatmeal.

The story being told here isn’t especially novel – there’s a little bit of a twist, but plumbing an allegory to discover someone’s hidden trauma is well-trod territory in IF by this point, albeit it does act as a clever homage to the psychoanalyst-aping roots of the chatbot conceit. And the characters inhabit well-worn archetypes without doing much to distinguish themselves. But for a formal experiment, keeping the narrative tame is probably the right call. Similarly, while the expected chatbot-friction is reduced, it’s definitely still there – but I do wonder how much of that would be smoothed if there were more uniform player expectations about how to interact with such things, much as there are by now for traditional parser games.

All told I found Thanataphobia a success, perhaps more intriguing for the directions it points to than for what it accomplishes in itself, but an entertaining way to spend an hour nonetheless.

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3 of 3 people found the following review helpful:
Please help her, October 9, 2022

I enjoyed this one a lot. It was atmospheric and slightly creepy. The gameplay centers around your character asking questions to a girl who is begging for help. You have to guess the right things to ask, and the NPC responds. The author has developed an impressive system in which a lot of what I tried got fairly relevant responses. I was genuinely motivated to figure out how to help the girl. There are no content warnings, as that would spoil important details, but be aware you may read descriptions or see images that could disturb some players. I was able to finish fairly quickly, but I am interested to see what other responses are available, so I would replay Thanatophobia again.

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3 of 3 people found the following review helpful:
A chatbot game where you help a woman deal with a troubling figure, October 8, 2022
by MathBrush
Related reviews: about 1 hour

This game has a fairly unusual format. Like parser games, you type in text and get a text response. Unlike parser games, it's not necessarily deterministic; instead, with a chatbot structure, it reacts to keywords. I tried to see if it was using GPT-3 or something similar, but it was hard to tell; it knew a bit about Harry Potter but not so much about Chemistry. Overall, it felt somewhat more like a hand-rolled chatbot and less like a standard AI bot.

There are several things to discover in this game, but it can be hard to know what to do first. Just messing around will eventually lead the game to guide you towards a solution. I was able to finish without hints, and it took me about an hour.

For content warnings, the game does contain a fairly gruesome realistic image later on (a (Spoiler - click to show)blue-lipped overdose victim).

Overall, the chatbot system was a bit hard to use but I felt like it guided me to where I wanted to go. The text has a fairly descript 'voice' and nice little details, although necessarily due to the technology it didn't respond directly to my questions, leading to some bland messages.

I like 'dream games' and surreal stuff. Overall, I think this worked fairly well, but I don't really see a ton of replay value and I think the chatbot structure could be refined over time (although I imagine that it's a real challenge to work on something like this).

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