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Clarity in the afterlife., November 18, 2015
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Further is a short, parser-driven Z-Code adventure set in the afterlife, or at least after your death.
In my relatively short experience of IFComp prior to playing Further (2010+) I'd observed that afterlife games were a mainstay of the competition. They'd appeared in forms as various as the cerebral puzzlefest, the religious sampler, the existential angst generator and the poser of ethical and moral dilemmas. Further's approach is less complicated. It uses simple puzzles to dramatise the process of remembering your life as you head for the light. The result is a modest game which didn't stir my emotions as much as I think it might have liked to, but whose concept is clear.
In Further you start out as an insubstantial form lost in the haze. Exploration reveals a small map composed of elemental terrain: grass, a sandstorm, snow. Little objects from your life are lying around, and by FOCUSing ON them in the appropriately coloured locations you can revivify your memories, transforming the locations into clearer recollections of your life. The colours are also used to paint the relevant pieces of text and to clue you in to suitable locations.
The delivery of these mechanisms is simple. Only a handful of commands are required across the whole game and not much is implemented beyond the vital objects, but the lack of extra detail happens to suit the overall idea that only really important stuff from your life is of value to your ghostly or insubstantial self now, and that only that stuff can help you move on. The descriptions of the memories themselves may suffer a bit from the game's sparseness, at least in terms of their power, but they're in keeping with the whole. I also like the minimal prose used in the final room and the lack of a game over message – even though I admit I then went and peeked at the solution to make sure I really had reached the end.
I found Further's simplicity satisfying. At the level it pitches at, its idea plays out well.
(A tech anecdote: During IFComp 2013, I played this game online using an iPhone 5. While it responded instantly to most commands, it would typically pause for up to 25 seconds each time a Player Experience Upgrade response was invoked... Ouch! Player Experience Upgrade was Aaron Reed's suite of code for Inform 6G60 games which sought to supply more accessible than average responses when players typed stuff that wasn't understood. Obviously it was a CPU-crippler for some combination of Z-Code games and/or online play and/or the iPhone 5.)