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About the Story
"The rules of the game are easy. I'm It, so I go and hide. You and the others count to 50, then you have to look for me. If you find me, you have to get into the hiding spot with me. If you're the last person still looking for me, then you lose. Got it?"
16th Place - 17th Annual Interactive Fiction Competition (2011)
Version 2.2 of It is now on the IF Archive and making its way to a mirror near you! Changes in this version include:
- The "last time you saw [NPC] she was in [location]" functionality now actually works
- The WebUI version uses the correct HTML entity for emdashes
- A workaround for an obscure adv3 bug with commands that contain both a comma and a word that is not in the dictionary
More interestingly, I have now also released the source code! If you were considering desperate measures to see all the endings, you can forget those desperate measures, because the source code package contains a neat list of endings and test scripts for each of them. Marvel at the heretofore unknown density of Stuff To Do! Wonder at the design choices that led to many endings being effectively undiscoverable! Steal my wobbly code for your own TADS projects!
Version 2.1 went up on the IF Archive last night (Australia time) and will hopefully percolate through to all the mirrors soon. It's a minor release with just a few bugfixes:
- Fixed an icky bug with listing the contents of a room you're not in
- Removed a typo that had been there since the beginning of time or so
- Fixed a minor problem with presentation of the status line in the online version (I bet no one else noticed this, but it was bugging me)
Thanks to NR Turner and ralphmerridew for spotting and reporting a couple of these bugs, and to me for spotting and reporting the other one!
The main change is that there is now also a WebUI version of the game that you can play online. If you want to play offline, I would suggest downloading the standard UI version of the game, not the WebUI version, since most TADS 3 interpreters don't yet support WebUI games. But it's up to you. The two versions should be equivalent, apart from a few trivial differences in presentation, mostly related to how they present the title screen at the beginning of the game.
Unless any major bugs appear (please let me know if you spot any), I'm calling this the final version of It. Thanks to everyone who gave me feedback on the competition version! I hope you enjoy(ed) the game!
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Emily Boegheim's It explores the social dynamics among four girls (one of them the protagonist) engaged in a children's game like hide-and-seek. My first impressions were good, largely because the hiding game itself is well implemented. Room descriptions make spatial relations clear and have an appropriate focus on potential hiding places. SEARCH and LOOK IN/UNDER/BEHIND seem to be treated as synonyms, avoiding guess-the-verb problems. The other girls are realistically visible from a distance, and react to the protagonist's actions.
After the first playthrough (which doesn't take long), it's clear that the hiding game really isn't fair (at least not if you play by the rules), and that the characters have a personal and emotional stake in the outcome. Replaying several times is expected, and It is polished enough to make that enjoyable. NPC actions are not randomised or especially complicated, so with knowledge from replays, engineering a desired outcome isn't too difficult. It's also possible to disregard the hiding game, and some of the most memorable endings can be found this way.
It feels genuinely interactive in that the player can try nearly any plausible action, and more often than not be rewarded with a novel outcome or further insight into the characters and their relationships. In my case, the result was that I ended up trying to find as many endings as possible – still treating It as a game even when not trying to win the internal hiding game. Someone less concerned with exhausting the available possibilities might be satisfied by finding a single appropriate response to the unfair situation that It portrays. On either approach, It ought to be rewarding.
In this game, you play a girl playing hide and seek at a party. The party is at Emma's house, and Emma's mom is the employer of your mom and some other people's mom. Emma is well-dressed and you other three are not. There is a poorer red haired girl you don't know, and Emma's croney Yvonne.
The game ends very quickly, but you can find a lot of endings. I found at least 5 or 6. The most satisfying ending to me ignores Emma and finds you a new friend.
The programming and NPCs are quite well done. It's a fun little take on girl's social structures.
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These are games that for the most part don't contain magical elements or futuristic technology. This includes games where there might be magic or futuristic technology, but you don't know until the end. So several of these games do...
PollsThe following polls include votes for It:
Games with multiple endings by tggdan3
Obviously not counting "death" as an ending, but non-successful ends can count if there are other successful ends. Variation in endings should at least vary the ending somewhat (as opposed to be an extra word or two).
Australian Setting or Characters by Rhetta_Lynnea
I've played several good games with Aussie characters or setting, and I was wondering if there are any others. It doesn't have to be the main focus of the game, just a little extra colour.
Games that show everyday life by Sam Jackson
I'm looking for preferably short games that focus on part of someone's life in our world and preferably our time. I would like games with an emotional focus.
This is version 12 of this page, edited by Lance Campbell on 17 May 2020 at 8:01pm. - View Update History - Edit This Page - Add a News Item