IFComp 2010: The Blind House
Spoilers follow the break.
Read more »
Spoilers follow the break.
Read more »
Bucking trends and stirring trouble, our next entry is (a) CYOA-style (that is, rather than a text parser, it prompts you to select choices from a list like the old “Choose Your Own Adventure” books) and (b) only playable through the Web. Spoilers follow the break.
Read more »
Glorious spoilers of the worker follow the break.
Read more »
Dinosaurs! I can’t escape them! I don’t really want to! Aotearoa is a work of alternate-prehistory sci-fi, positing a microcontinent in the place of New Zealand that was unaffected by the Cretaceous extinction event. Spoilers follow the break.
Read more »
Spoilers follow the break.
Read more »
Owen Parish, author of last year’s out-of-Comp game Cacophony, brings us more surrealism. Spoilers follow the break.
Read more »
First up, a memorial piece by Hannes Schueller. Spoilers follow the break.
Read more »
A while back, I wondered how I was going to squeeze in the Comp this year. At the beginning of the year, I had decided on a schedule of 25 games from the Stack, with two weeks reserved per game, leaving just two weeks of the year free — and that schedule was slipping. How was I going to fit in a month of IF?
Fortunately, the more recent games have been taking considerably less than two weeks to play. A sign of the direction the industry has taken? Or just a sign that short games don’t stay on the Stack for more than a few years? Probably a little of both. Regardless, I have plenty of time to spend on the Comp. There are a mere 26 entries this year, and Emily Short’s initial impression is that it “looks like a strong year”. I encourage my readers to play along and judge the games for themselves. Let us begin.
Grassland
You are in a pleasant grassy meadow. To the north, south, east, northeast, southeast, and southwest is a meadow; to the west and northwest is seething lava.
A red pyramid stands to the north.
A green pyramid stands to the south.
A blue pyramid stands to the east.
Since people have expressed interest in the IF adaptation of Icebreaker included on the CD, I suppose I should say a few words about it. In a way, it’s similar to the IF adaptation of Doom: when something is about to kill you, you simply type in a command beginning with the word “shoot” and that’s that, with no possibility of missing. Unless, that is, two seekers happen to come on you simultaneously from different directions, which can happen, but isn’t likely as long as you stay in the region where the pyramids and the natural obstacles are. This seems to be a 6×6 region, much smaller than in a normal Icebreaker level, and there are only 14 pyramids to destroy in it. It’s just as well that it doesn’t try to create a full Icebreaker level, if you ask me. The whole thing is basically a curiosity, and is just large enough to make its point.
The most interesting part is also the chief way it differs from the game it’s based on: the point of view. In the original game, you see a broad area around you — not the full playfield, but enough for you to make plans based on where everything is, and to see the Seekers coming. In the text version, all you can see is the square you’re on and the squares adjacent to it. Information about what’s going on elsewhere is conveyed through sound — which, actually, happens to some extent in the original game too: you can always tell when a Seeker offscreen has crushed a green pyramid from the distinctive “kssh”. But in the text game, “offscreen” means almost everywhere, so the noises play a larger role. Apart from that, the fact that you can see only one square around you means that it’s possible to forget where you are relative to other things — in other words, to get lost. Which means that, in grand adventure-game tradition, there’s motivation to draw a map.
The mechanics aren’t completely faithful to the original. You can’t edge between a pair of adjacent pyramids here; any attempt at movement sends you straight at the center of the square in the specified compass direction. You can shoot stuff by specifying a compass direction, but your shots seem to only have a range of one square: shooting at a red pyramid from two squares away does nothing. I have no idea if the pathing algorithm for the Seekers bears any resemblance to that in the original — it’s hard to tell, when you can’t see beyond one square — but I suspect not, because it has to happen on the level of grid-squares here, not on the pixel level. Still, you expect changes when going from one format to another. Icebreaker: The Text Adventure does a reasonably good job of aping the experience of the game it was based on, and that’s all we can really ask of it.
And so my month-and-a-half of IF blogging draws to a close. There were 11 games listed on the IFWiki front page when I started; a twelfth has been added since then. I’ve only posted about ten of them so far. The remaining two are both works of Textfyre 1Not to be confused with Textfire, a fictional company that was the subject of an April Fool’s Day hoax back in 1998. , a small company that’s trying to make text adventures commercially viable again by catering to a new audience.
There has always been IF marketed for sale by individual creators — Howard Sherman alone would make sure of that, relentless huckster that he is 2This article isn’t really the place to go into detail about Sherman, so I’ll just point you to a blog post by the illustrious Dave Gilbert. — but Textfyre is, to my knowledge, the first serious effort at making a real company that solicits and publishes IF by multiple authors since the brief life of Cascade Mountain Publishing a decade ago. And it can even be called into question whether CMP really counts as a “serious effort”; it apparently started up without much thought about how to gain an audience outside the IF community. I’ll probably go into more detail about CMP in the future, because half of their catalog 3Once and Future, by G. Kevin “Whizzard” Wilson. The other half of the catalog was a remake of Doc Dumont’s Wild PARTI by Mike Berlyn, which I had already played at the time. is still on the Stack. I bring them up mainly to contrast them with Textfyre. Although they only started releasing games this summer, Textfyre has been in the planning stages for years, and has a good notion of its market position. Just look at the website, with its “Parents” and “Teachers” tabs. David Cornelson, the company’s founder, understands that he’s competing with videogames, and that, although text games can be enthralling when you’re actually playing them, they can’t hold a candle to today’s graphics for the kind of obvious appeal that makes people look at an ad and say “I want to play that”. And so he’s marketing the games at one remove, overcoming the handicap by replacing the appeal of “I want to play that” with “I want my kids to play that”. How well it works, only time will tell.
The commercial aspect does have one disadvantage for this blog in particular: by the terms of the Oath, I can’t buy them yet. I haven’t gotten anything off the Stack since September, and Steam weekend sales haven’t stopped during that time, so my game budget is all tapped out right now. But there are demos, which I have now played. There are currently two games on offer — Jack Toresal and the Secret Letter, by David Cornelson and Michael Gentry, and The Shadow in the Cathedral, by Ian Finley and Jon Ingold — each meant as the first episode of a series. These are all known names, with a number of titles under their belts, major and minor; just to name a couple, Gentry wrote Anchorhead, which I was commenting on in passing lately, and Ingold wrote Make It Good.
The Secret Letter demo seems satisfactorily solid and lushly detailed, and makes it clear that even in the part that I saw, there are interactions beyond what I tried. In short, it’s the level of professionalism that we demand even of amateur IF these days. Also, it’s very much written to appeal to the target demographic: this is young-adult fantasy to a T, and reminds me a lot of some of Lloyd Alexander’s books, particularly the Westmark trilogy. The setting is a fictional kingdom in something resembling an 18th century. Complications in the royal succession are mentioned enough times to make it clear that it’s going to be a big part of the plot later on, but the player character starts at the bottom of society, as a penniless orphan who spends time filching food from the open-air marketplace and getting into trouble. And is secretly a girl, as we find out towards the end of the opening chapter. By now, you presumably know if this is the sort of story that appeals to you. There are noninteractive text sequences of a length that I think I’d normally consider excessive, but they seem fine here, probably because they keep the story moving, rather than degenerating into infodumps. (The storybook-like interface may even help a little here, changing my expectations of how the text should look.)
The Shadow in the Cathedral is considerably sparer in its prose, preferring to do its world-building through the accumulation of little details mentioned in passing. It’s set in a world that literally worships clockwork and considers it sacred, providing a point of view that seeps all the way down to the player character’s automatic habits and the idioms used to describe the world. This demo seems a lot smaller than the Secret Letter demo, but it has a lot of promise. Specifically, it promises lots of opportunities to interact with elaborate mechanisms, and that’s always fun. It’s also the sort of thing that IF can do really well, much better than it can do interaction with characters. The gameworld is clockwork anyway, so we might as well celebrate it.
Anyway, that’s a lot of words said already about mere demos that you can try for yourself if you want to, so I’ll just conclude by saying that I look forward to playing the full versions of both of these games, once I can afford them.
↑1 | Not to be confused with Textfire, a fictional company that was the subject of an April Fool’s Day hoax back in 1998. |
---|---|
↑2 | This article isn’t really the place to go into detail about Sherman, so I’ll just point you to a blog post by the illustrious Dave Gilbert. |
↑3 | Once and Future, by G. Kevin “Whizzard” Wilson. The other half of the catalog was a remake of Doc Dumont’s Wild PARTI by Mike Berlyn, which I had already played at the time. |