Dream Fears in a nutshell

by StuckArcader

2023

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3 of 3 people found the following review helpful:
Dreamweaver, September 22, 2023
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2023

I’m fairly certain that in some review of some ParserComp game past, I’ve had occasion to muse on the difference between a jam (typically meaning a less-formal event where games are newly-written under the pressure of an imminent deadline, where participation and coming up with a clever idea are highly valued) and a comp (generally entailing games that were started well before the formal opening of the event, placing a high value on completeness and polish, and of course, resulting in formal rankings and the crowning of a winner). Due to a strange confluence of factors, ParserComp straddles this line in an occasionally awkward fashion: it’s got “comp” in the name, and it comes out of the mainline comp-obsessed IF community, but it’s run on itch.io – a hotbed of jam culture that doesn’t so much as have a category for competitions, meaning ParserComp is in fact technically a jam.

(Ah yes, I am repeating myself – I went into a longer, more interesting soliloquy on this subject in my review of Anita’s Goodbye from last year; consider it incorporated by reference).

Anyway I of course bring this up because Dream Fears in a nutshell, in a nutshell, is a jam game. Its entry page says it was written in a day, it apologizes twice for being shitty, and the author admits they had no time. Judged in jam terms, and given those constraints, it’s actually not bad! It’s got a single idea that I haven’t seen before – what if you did a parser game as a completely linear audiovisual spectacle, where at regular points the main character (a blocky sort of Minecraft fellow soaring through a neon-soaked nightmare and confronting his fears) finds his progress blocked by a prompt that tells you what you need to type next. If you type the required phrase, you move on to the next bit; if you don’t, well, you can always just type it again.

That’s it. That’s the game, modulo one late “twist” where you’re given a purely cosmetic choice of which of your top three fears you want to face as the final boss.

This is a novel idea – I’ve never come across it before – and I’m not sure whether that last decision-point is meant as a joke, but I certainly found it funny. But it’s also not an idea that cries out for expanding or deeper examination; it’s just a jam idea, quick and to the point. Judged in comp terms, it’s clearly a fiasco.

How are we to resolve the dichotomy? Is there a Hegelian synthesis allowing us to transcend this seemingly ineluctable dialectic? I dunno man, I sure can’t think of one. I think it’s kind of cool that experiments like this end up in ParserComp; it’s certainly worth the five minutes it takes to play. But at the same time, I feel bad for well-meaning jam-oriented authors who unwittingly wander into what I’m sure is a buzz-saw of negative criticism. And, well, I have to cop to being part of that buzz-saw, because I can’t say I rated Dream Fears well. So I guess I’ll just post this review as an almost-apology, and shelve the conundrum until it inevitably recurs next year.

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