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3 of 4 people found the following review helpful:
A high-concept game undone by poor execution, April 10, 2021
by Chin Kee Yong (Singapore)

The Edifice is a puzzly, rather sparsely implemented parser game in the tradition of Zork. It's very well-regarded, winning a XYZZY award and appearing on several "best of" lists, but I think it's aged very poorly and it doesn't meet my standards for interactive fiction in 2021.

Let's begin with The Edifice's narrative. Although this game is mainly puzzle-focused, it makes a stab at an ambitious high-concept theme -- a sweeping retelling of the dawn of humanity, the discovery of fire, and so on. Unfortunately, this is handled very superficially and comes off more as set dressing than a real story. There is no overarching conflict, no rising tension, and no resolution. The central plot device of the Edifice hardly even plays a role in the different stages of human evolution; rather, it escorts the player from half-baked vignette to half-baked vignette. And that's a shame, because in creating these grand narrative expectations, The Edifice sets itself up to disappoint when it doesn't follow through.

What about the puzzles, then? The Edifice is centered around three major self-contained puzzles, each one representing a particular period of human history. There are also minor puzzles peppered at the beginning and within individual time periods. I thought that all the puzzles were competently implemented and their solutions made in-world sense, but I found them unfair, unfun, and kind of painful to play through. (I used the walkthrough to complete the game.)

What is a fair puzzle? In my opinion, every puzzle is a sort of contract between the puzzle designer and the puzzle solver. The puzzle solver promises that she will make a good-faith attempt at solving the puzzle, using all means available to her. Meanwhile, the puzzle designer promises that if such a good-faith attempt is made, the puzzle is solvable and the solution is obvious in hindsight. If you can't figure out a puzzle, look at the walkthrough, and think "Oh, of course, I'm an idiot" -- that's a fair puzzle. On the other hand, if the puzzle forces you to guess verbs, or make use of information you couldn't possibly have known, the puzzle is unfair and poorly designed.

The Edifice's puzzles suffer from that boogeyman of 90s parser games: guess-the-verb. All of the puzzles require verbs that are rarely used in parser games, have never previously been hinted at in the text, are only used for a specific puzzle, and never appear again. For example, the very first puzzle requires you to (Spoiler - click to show)HIDE from the Enemies. Other examples of puzzle solutions that require flash-in-the-pan inspiration to solve are (Spoiler - click to show)STRIP to turn branches into kindling, SHARPEN to create the spear, and POINT and DRAW for the language puzzle everyone seems to love so much. The game includes a list of commands, but it's condescending, hidden behind a dismissively written fake help page, and doesn't include any of the verbs I listed above (and also omits some others that are required to complete the game, like DROP and ENTER). So much for "info."

Even when the puzzle solutions don't require guessing verbs, they include leaps of logic that don't follow from any in-game clues. They make sense according to real-world logic, but no one expects a game to perfectly model everything that a person could try in real life; for the player to try an action, some kind of hint has to be placed that the action is actually possible in the game world. To solve the language puzzle, (Spoiler - click to show)we not only have to come up with the idea of DRAWing an image, but the idea that the crushed berries will make suitable ink, the bone will make a suitable writing implement, the bark is suitable for writing on, and the author has taken the time to implement all these things. This insistence on off-the-wall puzzle solutions is exacerbated by confusing room descriptions that don't always make clear the positions of things. (Spoiler - click to show)I didn't realize the protagonist's Hut could be entered, because it didn't appear in the list of exits. I thought the bark was across the river and spent many turns skipping rocks across the water, only to find that the river was an unimportant diversion and I could just have typed TAKE BARK.

Over and over, my playthrough of The Edifice ran into pain points that made me feel as though the author was more interested in creating theoretically elegant puzzles than making sure the game was a positive experience for players. One puzzle is possible to make unwinnable, and the solution is so convoluted that it's likely you'll do this multiple times before reaching the solution; the game does reset the puzzle after a while, but this requires waiting so many turns that you might as well restore a saved game instead. When you do happen on a useful action that can solve a puzzle, it's blocked with an unhelpful message that comes across as a "you can't do this at all" message -- unless you do it at precisely the right time and place that the author wants you to. For example, (Spoiler - click to show)if you aren't holding the Useful Rock, SHARPEN STICK returns "The Stick will not readily hold an edge." An even more egregious example is (Spoiler - click to show)TAKE OFF HEADDRESS, which returns "Headdress represents your authority in the Village. If you took it off, you would be abdicating your position, and the People would elect a new leader. If you want to accomplish anything here, you had best leave it on." This reads as the clearest "You can't do that" message I've ever seen -- and yet it's a required move to solve the horse puzzle. Insane.

Perhaps I'm being too harsh on this game: after all, this is a Z-code offering from 1997, when Short and Veeder and Reed and all the other vanguards of the "new school" of IF hadn't yet entered the scene. Perhaps some allowances should be made for the game as a historical artifact of the Before Time. But then again, Graham Nelson wrote The Craft of the Adventure in 1995, with a Bill of Player's Rights that reads much the same as the criticism I'm offering now. And discussions of accessibility, of affordances, of the user experience, have been around as long as the field of design has existed.

In closing: The Edifice is an ambitious but fatally flawed classic parser game. It attempts and soundly fails to convey a high-concept narrative. Its prose is mechanical and derivative without a memorable voice of its own. Its puzzles are so unfair as to be impossible to solve without a guide. Overall I wouldn't recommend this to anyone, except as an example of why so many modern game-players think of "text adventures" as a dead genre.

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Rovarsson, April 11, 2021 - Reply
I'm not going to start rambling about having to "see this game in its own period", and "that's all part of the old game charm", because I dislike many of the issues with old games too.
However, I disagree that having to (Spoiler - click to show)HIDE or SHARPEN are somehow guess-the-verb problems. As you write yourself, those puzzles pretty much follow real-world logic. Having the game point out that (Spoiler - click to show)sharpening a stick usually means you get a pointy stick would feel condescending to me.
I too dislike angling for rare commands that are used only once, but in these instances, it's just what you do in a situation like that.
Chin Kee Yong, April 11, 2021 - Reply
As I said in my review, game logic is different from real-world logic, and the logic in this game is not the same as real-world logic. The problem is that the author expects the solutions to be self-evident, when a player can't be expected to jump to the same conclusions that the author did.

(Spoiler - click to show)Why should HIDE work rather than SNEAK or FIGHT? Why does it make sense to HIDE if there are no hiding places mentioned in the room description? Maybe I want to run from the enemies and return later -- but leaving the room ends the game instantly. Why don't the Others react to the Enemies or clue me into how I can avoid them?

(Spoiler - click to show)SHARPEN is the intuitive verb for making a pointy stick, yes, but why is the solution to this puzzle a sharpened stick in particular? Spears in real life are made with sharpened stone or metal heads. Why can't I lash my Useful Rock to the stick with a handful of grass? Why can't I jump on the Beast and bash its skull in with a rock? Or sneak up to the Beast and kill it?

Again and again, the only "obvious" solutions that work are the ones that the author thinks of implementing. (Spoiler - click to show)In another world, the language puzzle could equally be solved with PANTOMIME, or GESTURE, or THREATEN STRANGER -- all solutions that make as much sense as drawing pictures on bark and pointing at them. For the domestication puzzle, I tried to COVER HORSE'S EYES, COVER HORSE'S EYES WITH HAND, etc. only to be told (of course) that these commands were not implemented, even though it makes much more sense than taking off your sacred Headdress and putting it farcically on the horse.
Rovarsson, April 12, 2021 - Reply
Ah, you are right that plausible (or even more realistic) solutions should have been implemented.

I was focusing on you criticism that SHARPEN is a command rarely used in I.F. and that using it somehow amounts to guessing-the-verb. While to me this is trying-one-of-the-obvious-verbs.

Actually, simple but effective spears have been made and still are made by just sharpening a stick. In a real world context, this would also involve choosing the right kind of wood and hardening the tip in open fire or coals, but a basic sharp stick is an effective spear.

But you are right that your examples are as plausible and more obvious to some, so they should have been implemented.

I had completely forgotten about the horse. Thanks for reminding me. I played The Edifice way at the beginning of my IF-career, about 15 years ago niw. Seems like I should replay this game to see if it holds up against all the other great IF I have played since.
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