External Links

Play Online
Story File
Release 4, post-comp release
Play this game in your Web browser.
Story File
IFComp 2015 release
Requires a Glulx interpreter. Visit IFWiki for download links.

Have you played this game?

You can rate this game, record that you've played it, or put it on your wish list after you log in.

Laid Off from the Synesthesia Factory

by Katherine Morayati profile

2015
Inform 7

(based on 22 ratings)
3 reviews25 members have played this game. It's on 53 wishlists.

About the Story

Synpiece: A wearable technology that changes the wearer's mood. Users of the Synpiece can adjust the 'color' of their experience, which adjusts psychological traits mapped to hue (emotion), saturation (intensity) and value (complexity). The Synpiece can be used by brands to increase users' engagement.

In your email client, this is saved as a draft. There's some more text at the bottom. You don't remember typing it: "become hypersaturated."

Awards

Nominee, Best Writing; Nominee, Best Implementation; Winner, Best Use of Innovation - 2015 XYZZY Awards

30th Place - 21st Annual Interactive Fiction Competition (2015)

Ratings and Reviews

5 star:
(5)
4 star:
(6)
3 star:
(8)
2 star:
(3)
1 star:
(0)
Average Rating: based on 22 ratings
Number of Reviews Written by IFDB Members: 3
Write a review
7 of 7 people found the following review helpful:
Changed my life, November 19, 2015
by Felicity Banks (Canberra, Australia)
Related reviews: IFComp 2015

Good writing creates an emotional response.

I deliberately avoided this game because it sounded experimental, and I assumed that would just confuse me. It did confuse me (not a difficult task; I get confused brushing my teeth sometimes), but it created plenty of other emotions too: curiosity, pleasure, relief, interest, awe, suspicion, wonder, achievement, depression, hope, frustration, cautious satisfaction.

This game is an amazing thing. It's hard to write about, because for me it was an intense and personal experience in which I chose to let go all rational thoughts about structure or programming and fall fully into the illusion that the story was real. NOTHING I have ever read has had that effect on me.

Your experience is likely to be different, because that's exactly how art works. It lives, and changes with every viewing. This story certainly does that.

Here's a bit more on those emotions I mentioned above:

curiosity - At first I was impressed enough by the language to feel like I wanted to know more. A few good sentences buy a lot of reader goodwill. (I read and write a lot of novels, and Katherine Morayati is a damn fine writer.)

pleasure - I was so delighted that my random input words created a response every time (and never a repeated response, either).

interest - Okay, so there's a character called Brian. This feels like something that can move the plot forwards; good.

awe - unable to move towards Brian (I tried with my usual incompetence), I gave up on playing the game and simply accepted that the hopeless desperation of the MC was painfully similar to my own. So I typed in things that everyone tells me I should do to make real-life existence better. This included "exercise" and "go outside" and even "buy a swimming pool". The game never once told me I was wrong. It never repeated information. It was always interesting to read. And I was deeply satisfied that the kind of solutions that well-meaning friends and family offer didn't actually solve anything.

The MC wandered in the same musing, thoughtful, desperate circles my brain traverses every day. That moment right there is why a game I fundamentally don't understand (I keep trying and failing to like parser games) got a 10 from me in the IF Comp - a score I reserved for something greater than numbers could convey (and never truly intended to use). How did the game know me? How on earth could anyone write a seemingly infinite number of responses? It was as impressive as a person flying in the air in front of me. Such a thing is possible, but I don't know how, and I suspect it takes a lot of skill and hard work.

suspicion - a lot of what I read didn't closely relate to what I wrote, and I began to wonder how many bits were simply playing out at random. Maybe the magic wasn't so impressive after all. Had I caught the flash of a metaphorical wire holding the story up?

wonder - it still felt like an infinite and interesting world. Perhaps I could just wander here among the beautiful words and be satisfied.

depression - this is too like real life. All I can do is go over the same hopeless thoughts again and again. And Brian sounds like a tool, but who else is there?

achievement - ooh! I managed to actually get in the car and go somewhere. Is the plot actually moving forwards now?

hope - this game is so real; perhaps too real. But this isn't my own head. Perhaps this author is smart enough to come inside my head and then show me some way to come out.

frustration - I'm driving but not getting anywhere. I hate parser games.

cautious satisfaction - when I finally finished the game. Having talked to the author, I know that my interpretation of my ending wasn't intended at all... but, like I said, this is a piece of art that truly lives.

You'll have to play the game and see for yourself whether you feel it has generated a story or not.

In any case, I will NEVER forget this experience. I'm incredibly grateful it exists (although also grateful it was short, because the inevitable disorientation was mentally nauseating).

I know from talking to others that this game continues to burrow away in the minds of various players... in the best possible way.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

6 of 6 people found the following review helpful:
A unique approach to delivering an interactive narrative, November 17, 2015
by Ade Mct (Yorkshire Dales, UK)
Related reviews: if comp 2015

Laid off from the Synesthesia Factory (LoftSF) does a clever and strange and beautiful thing. The player plays - types in commands - but suddenly their in-world actions aren't necessarily in total control of the narrative. Its trajectory and momentum continue with or without them. They guide the narrative maybe, rather than control it. At first, this is disconcerting, and for players used to the traditional parser model of action/triggered response, it could result in an extreme negative reaction.

And that would be a shame, because LoftSF shows me something I haven't seen before. As a player I am part of the narrative, I can suggest direction it might go. I can influence it at certain points, but I am also being guided by the hands of a master storyteller - taking me through a compelling beautifully written story that doesn't lose momentum or get bogged down by traditional parser mechanics.

Going forward, I want this idea to be explored more. If I have a criticism of LoftSF, it's that sometime I am unsure whether my actions are guiding the text, or the text would happen anyway and is just coincidentally reflecting my wishes. But, then again, maybe that's the point.

This is a game to be read without pre-conceived notions of IF.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

2 of 2 people found the following review helpful:
An experiment in making parsers more storylike. Near-future sci fi, February 4, 2016
by MathBrush
Related reviews: IF Comp 2015

This game focuses on a career involving mood-altering or mood-activated equipment; however, the real story here is a slice-of-stressed-out-life story of a woman, her career, and her love interests.

This game responds with story text no matter what you do, and it's purposely written in a style that can jump back and forth between different topics. This allows the transcript of the game to read as a short story.

It also presents a novel challenge: decipher if your text comes from real commands or the 'floater text' (the name for the text from wrong commands). It helped me a lot to just type important keywords. You'd think UNDO would help you figure out what's real and what's not, but it's cleverly been disabled.

Worth checking out.

(note: I beta tested this game.)

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | View comments (1) - Add comment 

News

Although there have been no notifications about it, the latest compiled serial number reads "Release 4 160915". I figured people should know. I've been waiting for this one to play it, personally, so I'm glad to have found out, entirely by accident, that it's been out for a while.
Reported by <blank> | History | Edit | Delete
Expand all | Add a news item

Tags

- View the most common tags (What's a tag?)

(Log in to add your own tags)
Search all tags on IFDB | View all tags on IFDB

Tags you added are shown below with checkmarks. To remove one of your tags, simply un-check it.

Enter new tags here (use commas to separate tags):

Game Details

Language: English (en)
First Publication Date: October 1, 2015
Current Version: 4
License: Freeware
Development System: Inform 7
IFID: D9E7121F-9021-435C-9D6A-0F1CB16FAB17
TUID: 3vhf1t99286lnnob

Laid Off from the Synesthesia Factory on IFDB

Recommended Lists

Laid Off from the Synesthesia Factory appears in the following Recommended Lists:

Most unusual games by MathBrush
These are games that are very different than most games on IFDB. Some games that are exceptional in execution (like Counterfeit Monkey) are derived from concepts that are similar to other games (like Andrew Schultz's or Ad Verbum). This...

Polls

The following polls include votes for Laid Off from the Synesthesia Factory:

For Your Consideration - XYZZY-eligible writing of 2015 by Brendan Patrick Hennessy
This is for suggesting games released in 2015 which you think might be worth considering for Best Writing in the XYZZY awards. This is not a zeroth-round nomination. The category will still be text-entry, and games not mentioned here...

Misunderstood games by MathBrush
I'm interested in games where the reviewers 'just don't get it', where part of the game that is essential or hidden got overlooked. I'm thinking of Scary House Amulet as a prime example, where a solid parody game is passed off as poorly...

Best cover art by MathBrush
What games have really good cover art?

See all polls with votes for this game

RSS Feeds

New member reviews
Updates to external links
All updates to this page


This is version 10 of this page, edited by JTN on 7 February 2024 at 10:56pm. - View Update History - Edit This Page - Add a News Item - Delete This Page