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You were born; you lived; you died. Not everyone gets a second chance to go back and change crucial decisions. You have been granted one and must go back to critical moral dilemmas; but do you change the course of your life, or daren't you?
[--blurb from The Z-Files Catalogue]
Nominee, Best Writing; Winner, Best Story - 1996 XYZZY Awards
2nd Place overall; Winner, Miss Congeniality - 2nd Annual Interactive Fiction Competition (1996)
| Average Rating: based on 42 ratings Number of Reviews Written by IFDB Members: 5 |
We played tapestry on ClubFloyd recently, and took the game through all the various possible threads, something I'd never done on my own, years ago, when I first played it. What I found, first off, is that the game holds up well over a dozen years after initial release, and that second, the path I originally took that I thought best was probably less than ideal. Worth revisiting if you've played before, but only once.
Daniel Ravipinto stated at the time that he wrote the game that his goals were to see if a serious and interesting story could be merged with traditional IF 'puzzle' elements without one overshadowing the other, and to explore mutually-exclusive paths, a pre-defined main character, moral dilemmas, 'puzzle-less' IF, and semi-realistic NPCs. He does a very good job of this. This is a piece of IF well worth downloading.
Tapestry. You've died, and now are confronted by the tapestry of your life, woven by Clotho, Lachesis and Atropos: the fates of Greek myth. The three of them, along with Lucifer, confront you for judgment, but also to give you another chance to revisit three key moments in your life. Will you make a change, or not? You are filled with regret and shame, but is it because of what you've done, or have you simply looked at things from the wrong perspective? Perhaps your life was good after all.
Fate, judgment and the meaning of life are the key themes in Daniel Ravpinto's first IF game, which won the Xyzzy award for Best Story in 1996 (and came in second place in the IF Competition that same year). The game begins in death and hackneyed writing: although it was nominated for Best Writing, I found it to be cheap and pulpy, especially the long, opening prologue.
"Fleeting glimpses of faces half-remembered in the gloom," the game begins. Then this seemingly endless fragment: "Screams, the sound of squealing tires, a sudden thump, a sickening crunch and a violent jolt followed by a sense of weightlessness and disassociation." Already the text of the game feels heavy handed. But it gets worse, when we appear in a room called Nothing: "Concepts like time and place have no meaning here. Your mind attempts to impose something, some order, some structure, upon the space in which you exist, and fails." Oh, come on. Is this a lecture? The opening prologue reads like pretentious pseudo-philosophy. I had a hard time pushing myself to read on.
Especially when you are teleported to a tower and an interview with Satan, who is here to judge you. I felt like I was in a Chick tract, to be honest. Maybe it's my religious upbringing, but I've seen this story before: you've done horrible things, you have to relive them and account for them or maybe change them. And the writing in the Prologue section was so incredibly stilted and overblown that I had a hard time taking the game seriously. Which is actually a shame, because once you get into the game proper, it's not that bad. Tapestry actually has some good ideas, marred only by a hokey premise.
In some games, I suppose you could let bad writing slide. But not in Tapestry, because there's a lot of it. You often are given large dumps of text to read. In fact, one reviewer mentioned that Tapestry might have been more effective as a short story, given how much you have to read at any given time anyway. But I think that such a story would still require a re-write. Of course, I should back off a little here with the recognition that some of this is taste. I'm sure plenty of people found the writing satisfying.
Once you get into the game itself, you get to relive some pretty horrible events. Even though I didn't care for the structuring premise of the gameplay, I thought that the way Ravpinto structured the progress of the game within each section was very nice. Basically, Ravpinto tried to create puzzles which were consistent with the gameworld and seemed like natural actions for the protagonist to take. In some ways, they aren't actually puzzles at all, but actions the player takes to advance the plot further. The emphasis isn't on "solving" the game, but progressing through it, making choices to determine the outcome. In this way, the game is very interesting, and does something very well. Abstract puzzles and off-kilter world logic are absent from this game, allowing players to "inhabit" the protagonist and try thinking like a real person.
I hope I find more games that try this sort of thing, because this is exactly what interactive fiction needs to be legitimate. Don't get me wrong, So Far is a very fun game, and I liked it much more than Tapestry, but Tapestry is moving in the right direction for those who are craving interactive stories rather than mere puzzles. As such, Tapestry seems like an important step in the development of IF, even though framing narrative is too heavy-handed and derivative for me. In spite of its blemishes, you should try it out. The game is very short, playable in an hour.
Tapestry is a game that came up quite a bit in early IF discussions due to its unusual storytelling strategy. It remains fairly well-known.
Tapestry is a story about the afterlife, where a man is confronted with his 3 most despicable moments in life, and a chance to revisit each. You can deny each memory and fight against it, you can accept the memory and your shame, or you can accept the memory and deny your shame.
It is well-known for its moral choices, and for having several distinct paths, one of which is almost puzzle-free (the one where nothing changes), while one is puzzle-intensive (fighting your fate).
The first time I played it, months ago, I didn't really like it, and I stopped after the second panel. But this time, I used the walkthrough, and I read the story more, and I really liked it, and even found it emotionally satisfying.
The game gives an entire recap story at the end (about 2 pages), showing what life you really led.
An interesting, fascinating game. I recommend it (and don't feel bad about using a walkthrough, as many of the puzzles are just busywork). I do regret using the walkthrough at the very end in the 'accepting your fate' lines.
A small game about fate and accountability. Timothy Hunter (not the boy magician of comic fame, even though Ravipinto seems to be a fan) has died. During a long and mostly noninteractive prologue, an angelic being called Morningstar presents him with the opportunity to relive three crucial moments and undo the decisions that caused him great guilt in his life. Whether he accepts his fate or changes it really is up to the player - there are three contradictory paths through the game. A bit preachy and light on world-modelling, but intriguing and unusually character-based.
-- Carl Muckenhoupt
>INVENTORY - Paul O'Brian writes about interactive fiction
I thought this was really an impressive piece of work. Yes, it was a bit heavy-handed at times, and probably a little too derivative of Neil Gaiman's visions of Fate and Evil in his Sandman cycle. But nonetheless, I found the situations compelling, the dilemmas convincing, and if a work is going to be derivative of someone, you could do a hell of a lot worse than Gaiman.
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SPAG
Reviews by C.E. Forman and Duncan Stevens
I loved the writing in "Tapestry," particularly the purgatorial prologue scenes. Vivid and absorbing, the prose makes you feel, which is rare for I-F. ...
Despite my differences with it, though, I must grant that Tapestry is a well-written and, mostly, well-crafted work, with plenty of thought behind it. ...
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