Archive for the 'IF' Category


IFComp 2008: The Ngah Angah School of Forbidden Wisdom

A game by Anssi Räisänen written in the Alan adventure language. Spoilers follow the break.
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IFComp 2008: Afflicted

Doug Egan brings us an investigation set in a restaurant in a seedy part of town. Spoilers follow the break.
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IFComp 2008: The Absolute Worst IF Game in History

Yes, that’s actually the next game’s title. My initial reaction, before even opening it, is skepticism — I’ve seen games that extol their own badness before, and they’re never as bad as the ones that are convinced that they’re brilliant. Well, let’s find out if it lives up to its claim, shall we? Spoilers follow the break.
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IFComp 2008: When Machines Attack

Next up: a sci-fi grotesque by Mark Jones. Spoilers follow the break.
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IFComp 2008: A Date With Death

A bit of déjà vu here: like last year, the first game on my docket is an Adrift game about the Grim Reaper. Only this time he’s the antagonist. Spoilers follow the break.

[ADDENDUM: It turns out that I’m mistaken about A Fine Day for Reaping being the first game I played for last year’s comp. It was the third.]
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IFComp 2008

So, let’s get down to it finally. There are 35 games in this year’s comp. I see a few familiar names among the authors, but, unless he’s finally decided to start writing under a pseudonym, no Panks. This is encouraging!

Last year, at comp’s end, dismayed by the excessive bugginess of too many of the entries, I made a promise to be a beta-tester for as many games as I could — I set a goal of “at least ten” games. I did not meet this goal, despite an honest effort: I only found eight authors who were looking for testers. Shamefully, I only submitted feedback to seven of them, although I played enough of the eighth that I can’t honorably vote on it. Also, with one exception (which I will not name here), the games I tested lacked the really egregious completely-broken-gameplay bugs that so irritated me last year. Maybe this is a sign that things will be better this year, but more likely it means that the authors of the really broken games never bothered looking for testers. Ah well, I’ve done what I can.

Portal

Portal is a game I’ve been wanting to play for a while. Despite a low-profile release, all the critics had a lot to say about it, and it’s easy to see why: it’s a very experimental work, as novel in content as it is in gameplay. What we have here is a very dark vision of the future, but unlike the usual videogame dystopia, this darkness is not used as a pretext for wanton violence. Not only is there no support for violence in the user interface, there isn’t even anyone to commit violence against — the only other character you have any dealings with is the artificial intelligence that sets you on your path and urges you on.

Like any true experiment, Portal has its origin in an argument. A programmer made the perhaps obvious assertion that computer games require interactive content — that “the player has to have a direct impact on what’s happening”. Note that this is not necessarily a property of games in general: in some children’s games, such as Chutes and Ladders, the outcome is entirely up to chance and the players are only required to fulfill mechanical duties, like rolling dice and moving tokens. But in a computer game, automatic chores of this sort are naturally left to the computer, which leaves the player nothing to do except exercise agency. This seems like a pretty solid argument to me, but Brad Fregger, Portal‘s producer, felt otherwise.

As a proof-by-example of Fregger’s thesis, Portal fails in two seemingly contradictory ways. To explain this, I’ll have to describe its gameplay a little. The player’s window on the gameworld is a terminal to a global data network. Because the game was written in 1986, the designer’s idea of a global data network doen’t look much like the Web, with its anarchy of links. Instead, it’s a hierarchical structure, with a main interface that gives you access to twelve “data sources”, including your AI helper, a raconteur program called HOMER which specializes in turning data into stories. Each data source has its own list of documents on different topics, and reading some topics (or groups of topics?) will cause new topics to appear. Sometimes you’re told outright about a causal link, as when HOMER tells you that he’s persuaded the History node to release new information. Sometimes you can infer it, as when the text mentions a disease you haven’t heard of and you look it up in the Medical database. Sometimes you just have to guess where the new information is. As you go along, HOMER accumulates more and more story until you have an entire novella answering the game’s central mystery: the fate of the human population of now-abandoned Earth.

So, does the player “have an impact”? Unsurprisingly, you can’t have an impact on the revealed backstory: it’s already set in stone. This is presumably what Fregger was thinking about. However, the player’s actions do change the state of the game. When you choose what to read, you make new topics available: that’s a change. The order in which topics become available can vary from playthrough to playthrough, even though the set of topics you have to go through to reach the end is unvarying. It’s not much of an impact, gameplay-wise, but it’s an impact nonetheless.

(Interestingly, the player’s actions have more of an impact within the story. There are really two levels of narrative: there’s the story that HOMER is putting together — the backstory, with a protagonist named Peter Devore — and there’s the story of finding that story, with HOMER as its protagonist. (No, not the player. The player is just the story’s Dr. Watson, except that Watson at least got to narrate.) These stories come together in the end, when HOMER uses what you’ve learned to contact the missing humans and provide them with the “anchor” they need to come home. HOMER can’t reach that point without the player: part of the premise is that there’s some data that HOMER can’t access without human approval. So within the fiction of the story, the player’s actions help bring the humans back. But that’s just a literary device, roughly equivalent to Grover complaining about the reader turning pages, and just as irrelevant to questions of interactivity.)

It should be pointed out that, despite Portal‘s failure on this point, there is at least one example of a computer game that has no interactivity whatever. But it’s arguable whether that really should be classified as a “game”, rather than a “joke” or a “screensaver”.

Which brings me to my second objection: Is Portal really a game? That’s a harder question to answer, but it seems to me that even if it meets some definition of “game”, it violates at least one major expectation of computer games: there is no challenge to it. OK, there’s the small matter of finding new text snippets to read, but that can be easily accomplished by just cycling through all twelve data sources. (Or, really, only eight: four of the nodes are devoted to displaying inscrutable medical charts and the like about all the characters, and seem to be useless for revealing the story.) Although Activision packaged and sold it like a game, they hedged somewhat on whether it actually was one, preferring to call it “interactive literature”. Even that designation is questionable: although the interface to the story is interactive (in the sense that you can affect its state), the story itself is not. It’s composed of the same events, with the same descriptions, in the same in-story chronological order, no matter what you do; the only thing you can alter is the order in which you read about them. This is the kind of borderline case for which the term “ergodic literature” was coined.

But enough about the strange notions behind its creation. How is Portal as an ergodic novella?

Well, as a novella, it’s not bad. It’s potboiler sci-fi, and I’ve certainly read worse potboiler sci-fi. We start with the idea that you’ve been away from Earth for more than a century, and that gives the author an excuse to bring you up to date on a hundred years of social and technological developments: the Unisex movement, the colonization of Antarctica, neurophagic weapons, and so forth. Devore is a Heinleinian supercompetent hero struggling against a world government that (rightly) sees his scientific investigations as a threat to the status quo. The ending is mystical and apocalyptic and campy all at once. I felt it bogged down in the middle, though, when Devore and his associates went on the lam. I suppose that’s supposed to be the exciting part, but the sudden travelogue seems like a distraction from the questions that HOMER and I were supposed to be investigating. We were on the verge of learning the significance of the Psion Equations! I don’t care what ruse the heroes used to slip past ENC security for the fifth time in a row!

That’s just one example of how the story doesn’t fit its context very well. More troubling is that HOMER treats Devore as the story’s hero from the beginning, when all we really know is that he’s somehow responsible for the depopulation of the planet. It would be fine for an omniscient narrator to do this, but HOMER is very specifically not omniscient, and starts off nearly as ignorant as the player. There’s a bit where HOMER repeatedly says “I am a liar”, upset by the amount of extrapolation from scanty evidence that’s been necessary to tell the story. This almost made me expect a twist where Devore’s story is suddenly radically reinterpreted, but no.

And ultimately, I’m just kind of disappointed in Portal‘s use of its format. It bills itself as nonlinear, but that’s only true to a small degree: no matter what you do, you’re going to get Devore’s story in mostly chronological order. I can imagine using the same engine to tell a story with multiple threads that can be explored independently (or semi-independently), but here, even when we get scenes about secondary characters, they’re pinned to Devore’s chronology.

Still, Portal was a significant experiment. In a way, it prefigured the modern Alternate-Reality Game. The text of the game was later published, with some additional framing material, as an actual book, and now I find it’s been put on the web as well, which is probably the best way to experience the content. You’d get the structure of the original game in a more obvious way, and it would be even more nonlinear, and have a better UI. Plus, it more or less settles the “Is it a game?” question: put it on the web as static HTML, and it’s clearly classified as hyperfiction.

IFComp 2007: Overview and promise

So, the comp is well and truly over for the year. The results are up. Lost Pig took first place, followed by An Act of Murder and Lord Bellwater’s Secret, an unusually strong showing for mysteries this year. Last place was taken by Paul Allen Panks, surprising no one, with his sole surviving game: of the three he entered, two were disqualified for violating comp rules. And somewhere in the middle, Deadline Enchanter took the Golden Banana of Discord, the unofficial award for the game whose votes had the largest standard deviation. I take a personal interest in the Banana, because my own 2001 entry, The Gostak, holds the record for highest standard deviation ever. I rated Deadline Enchanter low myself, but it certainly deserves the banana, being hard to understand and breaking convention as it does. I would have been disappointed if the award had gone to its runner-up, Gathered in Darkness, which is relatively normal and seems to have gotten as high a standard deviation as it did simply by only being playable under Windows and thus getting fewer votes than most games.

On the whole, this year’s comp seems substandard to me. Perhaps I’m growing curmudgeonly and difficult to satisfy, but I gave out no tens and an awful lot of threes. I think I lowered my standards as I went along — a few of the earlier games on my list, including Lost Pig, definitely got rated lower than I would have rated them later. This is why it’s important to play the comp games in a random order: to even out effects like that.

If this year’s comp has an overall theme, it’s inadequate testing. Several games were so buggy that I cannot believe that they had been tested at all, and one was acknowledged by the author to be outright impossible to win. This is a shame, and I have to accept part of the blame for it. One of the differences between amateur and professional game development is that professional outfits can be reasonably expected to hire testers. Amateur games have to rely on volunteers, and the sad fact is that finding volunteers with enough IF experience to give your game a meaningful workout is hard, especially as the comp deadline draws near. In the past, there have been some online resources to help authors find testers, but I don’t know if they’re still being maintained.

Writing criticism is always a little arrogant. Creating is hard, finding fault is easy. So it’s particularly shameful that we who criticize fail to do what we can to find fault before release, when it’ll be helpful. So, rather than just gripe, I intend to do something about it. I intend to test some games, and do it thoroughly as I am able. At minimum, I want to be a tester for at least ten of next year’s comp entries, and also as many works not entered in the comp as I can manage. Next summer, I will actively pursue entrants and badger them to give me beta copies of their games. This is my promise, and I make it here in front of everybody so I won’t have any excuse for forgetting it.

IFComp 2007: Slap That Fish

And we come to the last game, a bit of nonsense by Peter Nepstad. Yes, that Peter Nepstad. Spoilers follow the break.
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IFComp 2007: My Mind’s Mishmash

A work by veteran author Robert Street. Spoilers follow the break.
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