Hoist Sail for the Heliopause and Home

by Andrew Plotkin profile

Science Fiction
2010

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Number of Reviews: 13
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4 of 14 people found the following review helpful:
A simulation ... and a boring one at that., December 27, 2010

So I read the reviews and, after playing it, I still can't figure out: why would anyone like this game?

You basically "raise anchor", "loosen sail", "tighten sail" and so on to take some light-sail based ship around. You can't even use the command "ORBIT" -- as in "orbit the star" or "orbit the planet." Seriously? The author couldn't think of this most obvious command??!

This isn't a game. It's a simulation -- and not even a fun one since you have to keep typing out the full commands. (It's really "fun" because you have to time the commands to type them at the right time in order to make sure you can escape a pulsar or orbit a planet or something.)

The writing -- what there is of it -- is not so much bad as it is just totally bland. I was so disengaged with this simulation that I didn't even bother trying to finish. For whatever reason, I think people are more responding to the author than to the work itself.

In a word: boring.

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AmberShards, December 28, 2010 - Reply
Thanks for this review! I've had similar experiences with the author's other works that were also praised to the skies for no real reason (Spider and Web, for instance).
Victor Gijsbers, February 16, 2011 - Reply
Spider and Web is praised to the skies because it has one of the most awesome puzzles ever created. You may disagree with that particular judgment, but surely you can see why other people would love it?
strivenword, December 31, 2010 - Reply
You forget the setting. A lot of the power of this work comes from the sense of exploring the vast reaches of the cosmos. Perhaps the game really should have been more complicated in some ways, and the complaint about the parser not recognizing "ORBIT" is valid. However, a much more complicated game couldn't have produced the same sense of wonder the same way. The simple model world and sparing prose are part of the effect.

I totally disagree that this a simulation rather than a game. If it were a simulation, you would expect the player to have to specify the specific steps to manipulate the model world. The worldbuilding would be technically detailed, whether or not the details contributed anything at all to the experience in any way. This certainly is not the case. On the other hand, the game is almost impressionistic, because it does not precisely simulate either the act of flying a ship or its model world. Perhpas Heliopause may not be much of a game, but it definitely is not a simulation. Rather, it is a work of art.
DB, December 28, 2010 - Reply
I haven't posted a rating for this game, but I did enjoy it. As for why, hm. Well, I like sci-fi and sailing. I also came to it for a brief diversion, without expectations. And I played in a group setting via ClubFloyd with other IF afficionados, which could be a very different experience from playing solo.

I don't think it's fair to bash the story for not implementing an >ORBIT command any more than it would be fair to expect every sailing game to implement a hawsehole. The verb set accomplished its goals well and understandably, I thought. That said, there is more to the story than raising and lowering sails. If a reader wasn't into the story through the rising action, though, I can't say how much pay off the climax might have had for them.

So, I guess that's my two cents.
Emily Perkins, December 28, 2010 - Reply
I'm not sure why people feel the need to comment on a review simply because it's a negative one. (Do people feel the need to do this for positive reviews as well?) Feel free to put your two cents in your own review.

I certainly think a game about a ship that can go into orbit around planets should be expected to implement an ORBIT verb. On the other hand, that's just my opinion. I don't know why there's a need to defend it or justify it beyond what I wrote in the first place. I understand people may differ -- but why not implement such a verb? That's more what I was referring to. It's a simple enough addition and a logical one given the context. So it's more than fair to "bash" a game for not including a contextually (and obviously) relevant verb for going into a circular path around a planet.

As far as the "rising action" and "climax", I think the problem for me was the pacing. There was too much 'mechanical' stuff I had to do, killing any enthusiasm I had to get interested. My personal opinion is you would have to have a fairly "tin ear" (to borrow a metaphor) for good storytelling to consider the sailing around and collecting elements from various planets to be the "rising action."
DB, December 28, 2010 - Reply
I have no intention of dabbling in snark or character assassination. If you feel defensive, I apologize. I posted this response just in answer to your question: "Why would anyone like this game?"

No metaphor about it, rising action is what happens in a plot leading up to the climax. No need to go making assumptions about the makeup of my ears.

At any rate, I'm generally more interested in seeing what others think makes a good experience than a bad one. I look forward to seeing more of your reviews. Cheers!
Matt Wigdahl, December 28, 2010 - Reply
I like the game because of the atmosphere, the quality of the writing (I didn't feel it was bland at all), and the intriguing setting.

You are correct that it's not intended as deeply implemented -- as Sam mentioned in an earlier review, the science fiction is just the setting for a short fantasy adventure.

I don't know about others, but I'm not responding to the author. I don't like everything Andrew Plotkin has written, but that's OK. I _do_ like "Hoist Sail" -- a lot.
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