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Review

Make Art, Not Money, December 23, 2023
Related reviews: IFComp 2023

Adapted from an IFCOMP23 Review

Part 4 of the “Playing with Matches” IFCOMP23 Texture review sub-series. Recap: as an IF tool, Texture must be tightly managed due to its 1) potentially powerful drag and drop UI and 2) deeply challenging presentation choices. The latter in particular can cripple a work if the Chaos Twins (Text Hunting and Font Dancing) are allowed free reign.

It is with near religious ecstasy that I report Sculptor has tamed that infernal duo! By my count only a single page was subject to resized font, and that only a single step. Text Hunting was banished altogether. How was this miracle performed? Through exacting text formatting and page size discipline. New text was metered tightly, sometimes replacing, sometimes adding and bar one always with an eye to the fully displayed page. What an ungodly relief this was. It is actually distressing to me how much joy I derived from this basic craftsmanship. Too, the text formatting was clean enough, the options delineated effortlessly to make new text intuitive and not distracting. Occasionally the text would get laid out on the page in modest flourishes that further kept things clear when modified. Barring anything else I am about to say, this is the standard for future Texture authors to consider.

I wish I could report that the narrative and gameplay provided as much joy. Let’s start with narrative. It is a short work about a sculptor at the end of his life, having sacrificed everything to create his magnum opus, then making a decision about it. If your first impression on reading that is ‘art about art, its going to be artsy isn’t it?’, then you and I are on the same page. And we’re both right. It is a work flowing with elevated, poetic language, capturing the passion and sacrifice of an Artist (and only that), as well as more than a little self-pity. All in the kind of overwrought language that leaves me cold:

“And through them shimmered back the reflection of tears, now held up by your thirsty, wrinkled lids.”
“Regardless of all, yet another comes to deny your craft.”

It’s the kind of work that uses the phrase ‘gird your loins’ unironically, straight faced, and portentous. Maybe it’s just me, but that phrase seems best employed in full acknowledgement of its stiff pretention. I don’t want to belabor the point, suffice to say I am not the audience for this kind of prose.

So let’s move on to gameplay, or more accurately interactivity. Here too, I felt the work undid itself a bit. For one, while the work tamed the Texture Big Two (which let’s not lose sight of that tremendous achievement), it did nothing to leverage the power of its drag and drop interface. Options were connected without surprise, the connection bubbles offered no nuanced comment on the connections being made. It was largely mechanical, punctuated with baffling choices. At one point you are asked to connect “Sand” to “Still”. I’m not sure a typo’d ‘Stand Still’ made any more sense there and am just at a loss. Elsewhere, two connection choices provided different linkages when one was “Examine” and the other “Gaze Upon.” None of this is fatal, mind, just missed opportunity.

A more damaging gameplay artifact is that the game was undecided how much player-protag autonomy it wanted to allow. Now despite some strong traditions, IF doesn’t REQUIRE protagonist autonomy. Books are famously entertaining, requiring only the occasional player page turn. IF could use interactivity to enhance the reading experience while still presenting a linear narrative. Many works do. You could argue that Texture is specifically engineered to enable that kind of work.

Sculptor can’t quite make up its mind. It offers the player opportunity to mold the protagonist with choices how to react to events. This gives the player latitude to tailor the character somewhat, to build a character in their head. But not always. At one point it requires (Spoiler - click to show)pleading with a lender in a way that clashes with other character choices the player (me) might have made. These are off notes that come to a head at the climax decision. The work has VERY specific ideas about the final choices and their import. But given the prior decisions available to a player, it is possible that these choices, and their narrative characterization, feel false. I know it is possible because it was my experience. The game WANTED me to feel a way (boy did it), but had let me build a protagonist in my head that just DIDN'T feel that way. As a result the climax fell flat and unconvincing. This is an IF work I think would benefit from LESS player choice, and more focus on using interactivity to shepherd the reader to the final destination.

Between the prose and cross-purpose interactivity I could not connect. It was a Mechanical, Mostly Seamless experience for me. But I don’t want to lose sight of the Texture Taming accomplishment. That is real and significant.

Played: 10/12/23
Playtime: 20min, 3 playthroughs
Artistic/Technical ratings: Mechanical, Mostly Seamless
Would Play After Comp?: No, experience seems complete


Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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