This was most my anticipated game of IF Comp, mostly because I’m convinced that it’s connected to Daniel Stelzer’s discovery of a murder mystery that says “do not break this seal”, a pseudonymous Twine entry titled “Uninteractive Fiction” that tells you not to play it, and the big IF Comp mystery.
I’m no further ahead on any of that, but I did enjoy “Miss Gosling.”
Here, you’re an aging private investigator, seemingly styled after Miss Marple. As the plot synopsis suggests, you’re dead, and you need to solve your own murder. Because you’re a ghost, you can’t physically interact with things. Instead, your dog Watson can handle some objects on your behalf if it’s plausible for him to do so.
Watson...(Spoiler - click to show)The dog is clearly named Watson in reference to Sherlock Holmes’ sidekick. Interestingly, Dr. Watson is usually the narrator of the Holmes stories, whereas Ms. Gosling is generally the third-person limited narrator in this game. The game’s mechanics convey the idea of “sidekick” here.
Limited Possibilities and Streamlined Actions
Because you’re generally instructing Watson what to do, the possible actions that you can perform are limited. This cuts down on the number of things you need to think about. For example, a dog can definitely pick up things with its mouth, can possibly pull a chain or turn on a stove, but definitely cannot pick locks.
The game also lampshades many of Watson’s more unlikely abilities in a very funny way — especially the fact that Miss Gosling had the foresight to teach the dog compass directions and how to take inventory.
The game also streamlines things in another important way. It often describes rooms and objects through Miss Gosling’s personal thoughts, feelings, and memories. For example, in the reception room:
You designed this room specifically for uninvited guests. Back when the front door was at the west end of the house, they’d have to wait awkwardly outside until you had the sitting room or dining room in order. Now, there’s a place to sit and take tea with them at a moment’s notice—and admire the framed case reports on the wall—and that can make witnesses ever so much more willing to open up. [List of exits]…
As a result, the objects you can interact with are very clearly set out. I rarely confused scenery with things that you can interact with. That made me open to trying combinations of things because I knew I probably hadn’t missed any vital place or object.
(On top of that, the fact that you can only handle one object at a time also helps cut down on possibilities. Plus, you can jump between rooms or jump to objects with a keyword. There is a lot of streamlining in this game.)
Approachable With Intuitive Puzzles
In all, it’s a very approachable game with intuitive puzzles. It also has Invisiclue-style hints, which are good for players like me who can’t usually solve everything. I’ll collapse my comments on puzzles here.
(Spoiler - click to show)One puzzle was a bit difficult. After moving a flashlight to a water logged room with a dumb-waiter, I had to move to the next room. So far so good.
However, I assumed I had to somehow hold the door open while holding the flashlight — possibly by propping the door open.
Instead, the game abruptly changes gears and requires you to navigate the next dark room by smelling based on a clue foreshadowed much earlier. Finally, it requires you to exit the dark room based on sounds that you need to set up. As always, not everyone a lot of difficulty with this, but I did.
On the flip side, there was a color-blindness puzzle that was over a bit too quickly. The game told me which roses to take as soon as I had looked through both tinted bottles. However, I hadn’t even started to work out the black-and-white light deductions that I expected I would have to do.
I expect “Miss Gosling” will do well in the comp. It’s innovative but has enough of a traditional structure and popular genre trappings to have broad appeal. The light humor is also very endearing.
It has link-based and parser-based play options, which should have further broad appeal. I hope it’s not overlooked because it’s listed under If Comp’s “other” category.
Ghost Gimmicks
One more thing. What Heart Heard Of, Ghost Guessed by Amanda Walker similarly lets you play as a ghost that can’t handle with physical in the usual sense. I like the idea, but I found it little confusing.
I don’t know how common the ghost gimmick is across the entire IF catalogue. Mathbrush also mentioned Erstwhile. Based on reviews, I think you need to read people’s minds. I don’t know if prevents you from handling objects. In fact, it’s choice based, so maybe the authors never implemented an object system in the first place.
On the face of it, I think “Miss Gosling’s” secondary-character-as-proxy approach is the most straightforward way of approaching ghostly limitations that I can think of. However, it does water down the limitation a little since the lost abilities are so replaced in such a direct way, for better or for worse.