| Average Rating: Number of Reviews Written by IFDB Members: 9 |
Adapted from an IFCOMP24 Review
This is about as close to a bare metal parser as you can imagine. In an undefined space, with two undefinable objects, get out! Gameplay here is the key, the focus being on experimenting with the almost-nothing you are presented with to determine the rules and ‘reality’ of the scenario. It’s language is kind of belligerently, hilariously unhelpful, striding a line of meaninglessness and JUST enough nuance to tickle your logic ganglia. For me, the language started as frustrating, but almost immediately became a strength of the work. It is doing WAY more than raw word count might indicate.
I haven’t played many of these “experiment to find rules of the world” games, but the ones I HAVE played have often been more baroque and frustrating than rewarding. Maybe it was the scope of this one, maybe the engineering of its feedback and soft wording, but this really hit a sweet spot for me. Just opaque enough to be mysterious, just responsive enough to reward experimentation. The solution was very much in reach, in just a few moves. I was kind of flabbergasted at a sudden ah-hah moment only to realize that was the end of the game!
What do I do with this? Probably because of its opacity, the moments of clue revelation provided a legitimate charge of joy, almost immediately segueing into triumphant conclusion. Its word choice was just about perfect for its conceit. Those were undeniable Sparks this work elicited from me. And yet, because of its brevity, that was really ALL it offered. I didn’t have enough time to ramp into Engaged. It was a seamless implementation, and yeah its brevity helped make that manageable, but I have seen plenty of short works that couldn’t wring out their technical issues, so still noteworthy.
I got a charge out playing it for sure. Its brevity means it is impossible to be a waste of your time. But its modest goals were also kind of …insubstantial? My white hot triumph almost immediately faded to “that’s it?” And then, “what’s next?”
That’s fine, though, right? We eat M&Ms too!
Played: 9/1/24
Playtime: 5 min, escaped
Artistic/Technical Ratings: Sparks of Joy/Seamless
Would Play Again?: No, experience is complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Note: This review was written during IFComp 2024, and originally posted in the authors' section of the intfiction forum on 10 Sep 2024.
This is very short parser game, where you are in a world with no names, and need to get out. It is - as the blurb says on the competition website - heavily inspired by Lewis Carroll’s Through the Looking-Glass.
There are very few puzzles to solve, but I enjoyed my time. I think there could have been more clueing re one of the items you encounter. Though patience pays off. And I liked that the ending had various options, depending on what you do.
The game has a reduced parser, even disallowing QUIT. Which can make it extra challenging, but I was pleased that some alternatives were coded (e.g. (Spoiler - click to show)“ESCAPE”).
A slight piece, and very short, but nevertheless fun. It is always nice to see another work inspired by Lewis Carroll’s Alice.
The brain is a pattern-making machine, and so while it’s of course ridiculous to assign any particular weight to the first game that the randomizer coughs up in any year’s Comp, I can’t help but feel that it’s appropriate Where Nothing is Ever Named led off my 2024 lineup – because what better way to inaugurate the thirtieth year of an event dedicated to games that were considered obsolete even when the contest first began, than with a piece that absolutely, positively, could only work in a text-only format?
The game both does and doesn’t provide much in the way of context: upon launching the story file, you’re simply told that you’re in the eponymous place where etc. and then that “you can see something and the other thing here”, before being turned loose to use your parser skills to suss out what’s going on and what you’re meant to be doing. The blurb, more merciful, does inform the player that the third chapter of Through the Looking Glass is the major inspiration, which I went back and reread; it’s not a section that I remember well, mostly having to do with a strange train whence Alice is ejected for lack of a ticket, and a large gnat who’s reticent (with good reason) to start a career in comedy. But there is a short episode towards the end where Alice is lost in a wood where everything loses track of what it’s called and what to call anything else – and there’s none of your “a rose by any other name would smell just as sweet” nonsense here, as in a Hermetic turn ignorance of names means ignorance of substance, as Alice doesn’t know what anything is when she sees it.
So what we’ve got here is a language puzzle, not miles distant from the Gostak or Suveh Nux; if you figure out what the “other thing” is and what to do with it, you’ll win the game, and if you also figure out what the “something” is you’ll get a happier ending. It’s a lovely setup for a text game, since visuals would of course kill the thing (as would audio, actually); all the Ubisoft studios in the world would struggle in vain to render this ten-minute metaphysical riff. And it’s quite satisfying to trial-and-error your way through two paired games of twenty questions, matching the default parser actions to the responses you elicit from the things in order to narrow down their identities.
In practice the metapuzzle is a little too simple to make this philosophically-charged premise really sing, however, and some implementation quirks add some unneeded frustration. I suspect most players will uncover the identity of one of the things in a half-dozen moves at most, and the other one possibly even quick, though in my case it took me longer because I was referring to the two objects as THING and OTHER THING; turns out this was just two different synonyms for the other thing, and I had to type SOMETHING to interact with the first. Similarly, I would have finished Where Nothing is Ever Named a few minutes earlier but for a reasonably-game-winning action generating a facially-bizarre and unhelpful response (Spoiler - click to show) (in retrospect I can reconstruct why “you can’t ride unmounted” is a plausible response to RIDE THING, since it’s indicating you’re supposed to MOUNT or CLIMB ON the thing first, but this is slicing the salami awfully thin).
These implementation niggles are quite small-scale, though, worth mentioning only because the game is so compact and they interact confusingly with the guess-who gameplay – really, my main critique is just that I wanted a more robust incarnation of this concept, one that really teased my brain and addressed the existential question of what’s in a name head on. That’s not Where Nothing is Ever Named, but that’s not its fault; on its own merits it’s a winsome little piece, and a worthy justification for the existence of text-only games at the opening of the Comp.
An extremely short puzzle game, at least in terms of moves needed and objects implemented – perhaps not so much in terms of time needed to solve it. The basic conceit is that the objects in the room you’re in are not named; you have to find out what they are by interacting with them. I’m fairly certain that I’ve seen this before in a more traditional text adventure when you find yourself in darkness, but I can’t remember where exactly, so perhaps I’m wrong.
It’s not too hard to get a basic idea of what the objects are, and after a fairly short time I was sitting on other thing with something in my hands and the thought of making other thing move. But I got completely stuck on the right command. (Spoiler - click to show)‘go’, ‘push other thing’, ‘hit other thing’, ‘press heels’, none of that worked. I needed the walkthrough to tell me to ‘ride’. A bit of an anticlimax, naturally.
There’s different endings depending on (Spoiler - click to show)whether you take the cat, which is a nice touch.
Where Nothing Is Ever Named is a very short parser game taking place in a mysterious space where… well, see title. There are two things in the space with you, and the game’s one puzzle consists of interacting with the things enough to figure out what they are, whereupon what you need to do becomes clear. It took me five minutes.
I see how this conceit could rapidly become unwieldy from a disambiguation perspective, but I did wish there were a little more to the game. What’s there is well-implemented and enjoyable, though, and the game gets some bonus points from me for (Spoiler - click to show)letting me pet not one but two animals.
I loved the concept of this one, but would have liked a bit more thorough implementation.
The idea is that there are two things in front of you: something, and another thing. But you're in a place where names—in fact, nouns in general—don't exist. Can you figure out what these two things are, and use them to escape?
This is an absolutely delightful idea, and something that can only really work in a text format. And WNIEN executes it well! The process of piecing together these two things didn't take long, which meant the concept didn't wear out its welcome, but also left me wanting more. Once I'd established that (Spoiler - click to show)one was portable and the other wasn't, I tried (Spoiler - click to show)putting one on the other, and that was that.
With only two nouns in the game, it also felt especially bad to hit an unimplemented verb. This feels like a situation that lives or dies by how many absurd verbs it includes, and on that front, I was left somewhat wanting.
Still, this is a great idea for a game, I enjoyed it as the little amuse-bouche it was, and I really hope to see more works in this vein, that leverage the medium of interactive text for something that really couldn't possibly work any other way.
I don't really worry about spoilers very much, as I find most games and movies are just as fun if you go into them knowing what happens as they are when you come in blind.
But this is one game that I accidentally got spoiled on, which is a bummer, as that's a lot of the fun. Fortunately, only half of it was spoiled, and the rest was still a mystery.
In this game, the names of everything have disappeared. All you see around you is 'something' and an 'other thing'.
The whole game is about experimenting and trying to figure out what those things are. Once you have an idea, the game is pretty short.
Overall, fun and well-done.