Archive for the 'Adventure' Category


IFComp 2011: Hat Mystery

OK, something very cool happened last night that people watching the IF Comp from the outside should be told about. An enigmatic post appeared on the forum at int.fiction.org:

No one has yet put together the full truth. Will the man with the hat ever be redeemed?

(signed) Lyman Clive Charles, Pam Comfite, Cameron Fox, and Edmund Wells.

The four signers are the authors of Cold Iron, Playing Games, Last Day of Summer, and Doctor M, respectively. Since Edmund Wells was known to be a pseudonym, it seemed likely that the other three were as well.

This sparked excited discussion on IFmud, the MUD were various IF authors and enthusiasts gather. No one seems to have suspected a connection between them beforehand, but once you isolate them like this, some patterns jump out. Yes, all four involve a mysterious stranger in a vaguely-described hat — although in Doctor M, the one where he plays the largest role, he isn’t wearing the hat when you meet him; he’s lost it and you have to find it for him. Which links to another commonality: in all four games, you trade a found item to the stranger for something else. Furthermore, the items are repeated from game to game: you trade a pocket watch for a gemstone in Games, a gemstone for a knife in Iron, a knife for a hat in Summer, and a hat for a watch chain in Doctor M. Clearly something was up. Other confirming details became apparent. For example, both Iron and Summer prominently feature a storybook written by a reverend, and a set of four paintings in Doctor M clearly depict scenes from each of the four games, once you’re sensitized to the connection.

A few hours later, a collaborative effort had put together the clues found in all four games and finally redeemed the man in the hat. I won’t go into detail here — Andrew “Zarf” Plotkin has posted a near-complete transcript of the proceedings if you’re interested — but it turns out that some of the games involved contain hints for actions you can perform in other games, some involving details that served no obvious purpose within their own context.

Once the riddle was solved, the authors unmasked themselves. Lyman Clive Charles tuned out to be Zarf himself, who had been discreetly observing the unraveling without comment. This surprised me, because the whole thing had seemed rather cursory and incomplete, but I suppose that’s because so much of its content was bound up in the hat mystery. Also surprising is that Doctor M is the first released work by its author, Mike Hilborn. I’m looking forward to seeing what he does next.

Apparently the authors were hoping that someone would discover the secret during the Comp, and worried that the clues were too obvious, that people would pick up on the secret too quickly. It’s always hard to judge how difficult a puzzle is without testing it on people, which is difficult for secret puzzles like this one. I recall that Kit Williams, creator of the treasure-hunt book Masquerade, expected it would take a week or two for someone to solve its puzzle and find the jewel, but in the end, even the person who claimed the prize turned out to have cheated.

For my part, I recall noticing two indescribable hats in two of the games I played in close proximity, but thought of it as just a funny coincidence, not worth mentioning in my reviews. The thing is, there were a lot of funny coincidences in this Comp. I myself joked in a previous post about collusion between the authors of all the detective games. I mentioned the odd coincidence of two games about little girls playing hide-and-seek, but I didn’t even realize at the time that both were by Australians. Even the games in the hat mystery have strong connections to ones not involved. Cold Iron and Last Day of Summer both involve a rustic’s relation to a reverend, but so does Beet the Devil, which, like Playing Games, uses a tunnel hidden by a bush to divide the prologue from the midgame. (If I had noticed this during the Comp, I probably would have wasted some time searching Beet the Devil for that storybook.) Furthermore, 38 games is a lot, so without that nudge advising us to look at that group of four together, we didn’t really have a foothold. The nudge, however, is all it took.

Trauma

I am a bundle junkie. That much is clear by now. My Stack has been growing by leaps and bounds lately, and it’s all due to the proliferation of bundles. In the final days of the Comp, two prominent time-limited pay-what-you-want indie bundles approached their deadlines, one Humble, the other Royale. And I had no points left to obtain them under the terms of the Oath. Despite not having particulately cared about the games involved before they were bundled, my reaction was to step up on the Comp-playing to get that out of the way so I could focus on finishing something for the sake of affording the new stuff.

Time to crate: about two seconds if you choose this dream first.Trauma seemed ideal for this purpose: it’s by all accounts short, and it is itself something I obtained in a recent bundle. Also, it seems a lot like a Comp game, in both length and content. The premise is that it’s the dreams of a woman recovering from a road accident, although that framing isn’t terribly relevant to the content of the dreams, except to the extent that it gives them an extra poignance, and makes it clear that this person really does have genuine problems just now. Without that, the frustrated and defeated tone of the voice-overs might come off as whiny.1 One of the dreams is about following a well-marked road that ultimately turns out to just go in circles, a clear metaphor for her concerns about her life’s direction. Another involves going off the beaten path looking for a road less traveled, but it turns out to be just as circular as the first, just more difficult to follow. For the PC, merely living is extremely difficult right now, and she’s wondering if it’s worth the effort.

It’s very slickly produced, especially in the cutscenes of the protagonist talking with her doctor that you get after completing each dream, featuring close shots of the her fingers and eyes in such sharp focus that it looks like they were shot through a microscope. Mainly, though, I see it as an experiment in form. It’s more or less a Mystlike, only simpler — which is saying something, because Myst itself was a drastic simplification of the adventure game. And, like the first wave of Mystlikes, exploration is a matter of clicking around between still images — there’s some spot animation, but not a lot. Hovering the cursor over a movement hotspot superimposes a fuzzy version of its destination over the scene, like an out-of-focus photograph, and like a photograph, it’s presented as a 2D image, rotated in 3D space to match the angle you’d be observing it from. It even acknowledges the photographic nature of the graphics by playing the click of a camera whenever you move from one to another.

The photography theme continues into the game content: in each of the game’s four dreams, there are nine polaroids scattered around, tacked to trees and the like. Some of them are pictures of moments from the protagonist’s life, sush as her first day at law school. Some show mouse gestures you’ll need to perform special actions — each dream has exactly one, but you can find alternate endings by using the gestures from each dream at appropriate spots in the others. And some give hints about how to do this by showing those spots, tying together scenarios that are otherwise self-contained, apart from thematic unity. Finding all nine photos in each dream is an optional extra challenge. Finding all the alternate ending gives you a proximity-to-photograph sense that helps with this, a very gamic element in what’s otherwise mostly an interactive art piece.

The angles between vantage points are freeform enough that I sometimes had difficulty navigating, particularly in the fourth dream, where much of the area you can explore lacks persistent landmarks. This is a very prevalent problem in Mystlikes, and even the extra feedback you get from the appearance of the rollover smudges doesn’t solve it. That’s pretty much the only difficulty in the game, though. I managed to even find all of the optional extras in a single session.


  1. The voice-overs are handled extremely well, by the way: they’re provoked by your looking at things, but they don’t interrupt your ability to look at other things at all. They just queue up if necessary. []

IFComp 2011 Conclusions

As mentioned previously, the Comp results are up already. (I managed to play through the last of the games a couple of days ago, but I’ve been slow to write up my thoughts for this blog.) First place went to Taco Fiction, which isn’t a big surprise; I myself gave it the highest score this year. Six was second, and The Play was third, an amazingly high showing for web-based CYOA. Doctor M took the Banana, and richly deserves it.

The obvious big pattern this year was of course the private eye, but that accounts for only four of the 38 entries: PataNoir, Schlig, Camelot, and Falcon. It strikes me that we had something of a stealth theme in religion. Aside from the two blatantly biblical games, we had four games (Beet, Calm, Summer, Iron) that had clergy of some sort as prominent background characters, seen or unseen. Benevolent background characters, at that. That’s a break from tradition. Back when IF was all about exploring dungeons, if you found a chapel or a shrine, it was a safe bet that it was used for the unholy rites of unspeakable and demonic gods, and probably human sacrifice as well. The only game in that tradition this year is Kerkerkruip.

Anyway, that’s it for this year. Next post, we get back to the Stack. I’ve already got some play to report on, days late.

IFComp 2011: Escape from Santaland

Well, the Comp is over, and the results have just been posted over at ifcomp.org. But I still have one more review to belatedly write. And even though the Comp rules no longer require me to put my spoilers after a break, I might as well maintain consistency here.

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IFComp 2011: Operation Extraction

Spoilers follow the break.

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IFComp 2011: Vestiges

Spoilers follow the break.

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IFComp 2011: Tenth Plague

Spoilers follow the break.

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IFComp 2011: Sentencing Mr. Liddell

Spoilers follow the break.

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IFComp 2011: The Elfen Maiden

There seems to be some confusion over the title of this one. It was originally listed on the Comp website as The Elfen Maiden, then got changed to A Comedy of Error Messages. The version I played was titled The Elfen Maiden: A Comedy of Error Messages, so I’m not entirely sure how that fits in. Spoilers follow the break.

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IFComp 2011: Calm

Spoilers follow the break.

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