Baby on Board’s blurb foregrounds what sounds like a cool idea – its Perplexity engine aims to create parser games playable entirely via a voice interface, which could be a step forward on accessibility for visually-impaired folks and others for whom manual entry of text isn’t easy. As I’ve mentioned in other reviews, though, right now my circumstances are such that typing is way easier than listening to audio and/or talking to my computer, meaning I played it entirely in the traditional way. And experienced as a regular piece of parser IF, unfortunately there’s not a lot that feels new or interesting about the game, both because of awkwardness in its implementation and sketchiness in its design.
Starting with the second part first, the premise here does seem fun, and as the parent of a young kid, relatable – you’re tasked with getting a baby to daycare (you’re sometimes told it’s preschool, but as the tot isn’t talking yet that’s probably not right), and given the tendency of small children to cause chaos, I could see the story proceeding in a farcical direction. From the get-go, though, things are sufficiently vague that I wasn’t sure what I was getting into. For one thing, you start the game outside the house of someone named Rosa, with her car in the driveway; when you go in she greets you, tells you to do a good job with the drop-off, and leaves. Is the baby ours? Is Rosa our current or former partner? Is this even our house? None of this is explained, and while I guess you don’t need that detail, it feels decidedly odd to be missing these basic pieces of context.
I stayed befuddled through the rest of the game’s running time. Rosa appears to be an inventor, so after scooping up the baby (disappointed to learn that I couldn’t KISS BABY), his diaper bag, and his favorite binky, I also made my way into her workshop, and found a mysterious tent that, after I futzed around with it some, turned out to be a teleporter that took me back to the driveway. Figuring I had what I needed, I loaded into the car, but when I started it it told me it couldn’t leave until I locked up the house (it’s some kind of self-driving smartcar).
After dutifully heading back in to close all the doors, I tried again, only to find that the car had somehow gone missing. Guessing this is what the teleporter was supposed to be for, I used the tent again and found the car was now in an empty lot somewhere, with the narration telling me that the thief (what thief?) must have abandoned it. Then I drove to daycare, dropped off the baby, and the game ended. I got a perfect score so I don’t think I missed anything, but as a story this is deeply unsatisfying – there must have been some excitement with that thief, but I missed all of it – and as a puzzle-solving experience, all I had to do was unlock a bunch of doors and figure out how a very simple device worked.
If this had been all there was to Baby on Board, I’d be chalking it up to a simple, inoffensive test-bed that doesn’t make the most of its premise. Unfortunately, technical issue with the game and its parser engine made this whole experience anything but simple. First, the Windows installer took about ten minutes to load, without displaying a status bar or pop-up window indicating that it was still working. Once that hurdle was done, the game started up easily enough, but there was a noticeable lag any time I typed in any input – possibly this was because it was reading out the responses to my actions, but I couldn’t find a way to mute itself and speed things up.
Most annoyingly, the engine purports to implement a natural language approach that eschews the traditional shortcuts of parser IF. At this point I realized that Perplexity was the same engine used in Kidney Kwest in last year’s IF Comp – I’d struggled with its idiosyncrasies then, and while it felt a tiny bit smoother this time, I continue to think this approach is really awkward and likely to be less accessible for newcomers to IF and those trying to play by voice. For one thing, it’s inconsistent about understanding commands where “the” is omitted – sometimes it’ll automatically fill that in, but in the tutorial, UNLOCK DOOR simply failed where UNLOCK THE DOOR allowed me to progress. The system’s rules for providing detail about objects are also incredibly mechanical. I usually type X ME as one of the first things I do in a game, to get a sense of who I’m meant to be playing. Here’s what BOB gave me:
"You is a person, a physical object, a place, a thing, and an animal. It also has a hand, a hand, a backside."
Attempts to learn more about Rosa, the baby, or her house and belongings, were similarly cut short by the parser’s overliteral way of conveying information. There also appear to be some bugs – at one point I tried to leave the tent by typing GET OUT and received an incomprehensible string of letters and punctuation in reply.
Making parser IF easier to get into is God’s work, of course – for this particular genre to survive, it needs to get more accessible. And while there are lots of folks who’ve tried to do that within the confines of the existing authoring tools by adding tutorials or other player-friendly shortcuts, there’s definitely room to think about more outside-the-box approaches like voice interfaces and natural language processing. Sadly though, I don’t think Baby on Board takes any real steps forward on those fronts, and even qua game it’s a pretty bare-bones affair.