Suprematism in IF

by Andrey Grankin


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9 of 9 people found the following review helpful:
Somewhat cheap experiment, May 12, 2010
by Felix Larsson (Gothenburg, Sweden)

This sounded more interesting than it turned out to be. The work (itís certainly not a game) belongs to a group of experiments in IF—or at least in the use of IF interpreters—that one way or other test the limits of playability, the most infamous one possibly being Pick up the Phone Booth and Die.

This particular work consists of two pieces that belong together. Each piece of the pair is said to represent one extreme of interactivity.

So, one of them promises absolute interactive freedom for the player to control just about every aspect of both game world and game play. Thatís quite a tall order. If you believe any game that makes such a claim, youíre certainly bound to be disappointed. But even if you do not believe it, you might have been less disappointed by a work that failed in interesting way than in a work that, like this one, actually achieves that very goal but in such a trivial way.
(Spoiler - click to show)This piece lets you do anything. But it does so by not heeding to anything you do. The program does not model any world whatsoever: instead, as player, you are supposed to imagine any world you like, and whatever you wish to do in that world is fine to the parser. The program doesnít have to keep track of what you do in a world it doesnít model, so it can let you do anything. The idea is kind of good, but itís not very exciting reading.

The other piece of the pair, then, should represent the other extreme of interactivity. Well – it does.
(Spoiler - click to show)Whatever you try, you get the same response from the parser—at least until you decide to quit (or ask the game forhelp). Actually, the surprise effect of that part made it the most rewarding aspect of the whole diptyk.