Archive for 2012

Apollo 18+20

Twenty years ago this year, a band called They Might Be Giants released one of their better-regarded albums, Apollo 18. In celebration of this anniversary, Kevin Jackson-Mead organized a “tribute album” of short text adventures, one for each song, by various authors, including myself: I did “My Evil Twin”. The full package was released two weeks ago, and got mentioned on various major websites like rockpapershotgun and metafilter. This is about as good as publicity for IF gets these days, but, as one of the participants, I found the coverage unsatisfying, lacking commentary and analysis. Now that I’ve played all the games, mostly to successful conclusions, it’s time to redress that.

Now, if you’re familiar with the album, you might be wondering about Fingertips. Fingertips is the musical equivalent of WarioWare: a sequence of songs about ten seconds long each, with clashing styles and humorously enigmatic lyrics. Rather than simply presenting this as a medley that you listen to as a unit, the CD had each of the songs on a separate track, and encouraged the listener to play the entire album on shuffle — and I can report from personal experience that it’s even more effective to shuffle them into a larger and more varied music collection, so that, say, a Philip Glass composition or one of Satie’s piano pieces might be followed by John Flansburgh belting out “What’s That Blue Thing Doing Here?” and then falling silent.

Yes, each Fingertips song gets its own game. But to imitate the form of the songs, there was a rule that they had to end after only one move. This is a formal restriction that actually has some precedent in IF. Sam Barlow’s Aisle (1999) was the trailblazer, demonstrating the narrative possibilities of a single move, and Rematch, written by Andrew Pontious the following year, surprised everyone by showing that the same structure could make for an elaborate and deeply-implemented puzzle game. But that’s about as far as the experimentation went; in the decade-plus since Rematch, the only other one-move games I’ve seen have been a few joke items, mostly parodies of Aisle. That means that the 21 Fingertips games now form the majority of this sub-genre.

Mind you, some of them really strain the one-move descriptor. There are a couple that let you examine objects freely, only counting it as a move when you take an action that affects things. A lot of them rely on iteration — for example, the adaptation of the initial “Fingertips” (a song that consists of the word “Fingertips” repeated four times over a banjo accompaniement) uses a time-loop premise to excuse the fact that the player has to spend several turns examining objects, taking inventory, and so forth in order to figure out the one command that averts the destruction of the space station you’re on. Although each move is followed by a paragraph describing the station blowing up, it feels more like a single multi-turn playthrough. Mind you, Aisle and Rematch were also heavily based on iteration, but it somehow seems less right to expect the player to keep on entering commands for ten minutes when you’re adapting a ten-second song. And while some of the Fingertips games really are over after a single command, some of them took me longer to bring to a satisfactory conclusion than some of the non-Fingertips games in the collection.

Mind you, the one Fingertip that kept me occupied the longest, Who’s Knocking On the Wall, not only didn’t rely on iteration, it actively discouraged iteration: the whole thing is an elaborate randomly-generated logic puzzle, which gets re-randomized on each attempt, making all your reasoning worthless the moment you make a wrong guess. This is one of the more technically impressive works in the collection, despite its constraints and despite the narrow range of input it accepts.

As for the rest of the songs on the album, the game authors took a variety of approaches. Some attempted to base their story on the song, others took greater liberties, and one or two just launch into a puzzle environment with a vague connection to the song’s title. That last category definitely contains Turn Around, but I say “one or two” because Space Suit is a special case: based on an instrumental, it has no lyrics to adapt. But at least it presents a strange enough environment that you can easily imagine the song playing in the background, which is actually a fairly rare thing in these games — I know I personally didn’t make much effort to make my game fit the tune as well as the words. The Guitar (The Lion Sleeps Tonight) is of particular note in that it not only tells a story that unites the song’s nonsensical lyrics, it also imitates the song’s structure: just as the song alternates between two sections with different styles and different vocalists, the game shunts you back and forth between two player characters in different, but linked, situations. I Palindrome I, by noted palindromist Nick Montfort, links to its song solely through its form, ignoring its vague suggestion of a story about filial antagonism and menacing intergenerational patterns in favor of just palindroming it up.

The thing is, the vagueness of TMBG’s lyrics makes it difficult to say for sure in some cases what’s a result of disregarding the song and what’s a sincere difference of interpretation. Discussions with friends back in the day revealed disagreement about whether “Spider” was about a guy named Spider or a literal spider. The game takes the latter view, but also makes spiders the villains rather than the hero, which is something that hadn’t even occurred to me: the line “Spider!” followed by “He is our hero” seemed pretty clear, but the whole song is a collage of samples, so I can see how someone else would consider the two lines completely disconnected. Narrow Your Eyes strikes me as pretty far from the spirit of the song, which is about a disintegrating relationship, much like such other TMBG songs as “They’ll Need a Crane” and “I’ve Got a Match”. The game instead has the PC racing to a wedding rehearsal, the only obstacle being a supervillain who gets in his way. The thing is, despite this drastic shift of tone, the game does take care to imitate superficial details from the lyrics (where it provides details to imitate), which raises the possibility that the author simply didn’t see the song the same way I did (although lines like “Our love’s never coming back” make me doubt that). It’s certainly in the spirit of other TMBG songs.

In one case, I have to admit that my own view of the song is probably the weird and atypical one: I’ve never really seen the experience described in “The Statue Got Me High” as a bad one. Sure, it talks about being killed and set on fire, but it also talks about being dissatisfied with human company afterward, which makes the whole dying-and-burning thing seem metaphorical. And this is the sort of metaphor used in describing mystical or religious experiences. This is the same album that contains “See the Constellation”, which describes looking at the stars and having a vision of being the stars looking at yourself on the ground below (an idea disappointingly ignored by its more prosaic game adaptation); a song about experiencing a personal transformation on looking at a work of art would not be out of place here. Mind you, the final stanza about the fire engine and the charred and smoking chair kind of goes against this interpretation. At any rate, the game adaptation takes the death and the burning literally. But I can’t complain about the result, which is to my mind the most brilliant use of the medium in the entire collection. Essentially, the game gives you a situation with no apparent connection to the title, with a clear goal, a puzzle and clues to focus your mind on. And then, just when you have enough information to start making progress, the statue renders it all irrelevant. This is very much in the spirit of the song even in my weird interpretation: whatever it is you think is really going on in those lyrics, the narrator’s encounter with the statue changes everything for him.

I suppose one of the biggest challenges for the authors was coming up with goals and motivations. Even when TMBG’s songs aren’t outright nonsensical, they’re usually more descriptive than narrative. “Dinner Bell” and “Mammal” consist largely of lists of things, and so both were adapted into treasure-hunts; the strange part is that in both cases the authors motivate it by adding on a premise involving oppression by animals, something that wasn’t a factor in the songs at all. “She’s Actual Size” is basically just words of idiosyncratic praise for an unnamed woman, and I’m still not entirely sure what’s supposed to be going on in the game.

I speak of the vagueness, the nonsense, and the lack of obvious goals in the lyrics as challenges for the authors, and this may have given you the impression that some other album, from a different band, would have made a better basis for such a project. But from a player’s point of view, these attributes are strengths. They make for a greater variability than adaptations from a more narrative source would, and that leaves the player guessing wondering what on earth the game version of, for example, “Which Describes How You’re Feeling All The Time” will be like. (It turns out to be a fast-paced word game.) It also has me inevitably thinking about how I would have adapted the same songs. I think the only game that’s more or less the same as my imagined version is Fingertips: I Don’t Understand You, because the joke there is kind of inevitable in an IF context. I already had specific plans for If I Wasn’t Shy and Fingertips: I Walk Along Darkened Corridors from before they were claimed by other participants, but it was only after playing Fingertips: What’s That Blue Thing Doing Here? and seeing how far it was from my expectations that I realized I had expectations for it, and consequently clarified those expectations in my mind to something like a design. I almost feel like I want the whole project to be run again so I can get some of my ideas into more concrete form.

Ah, but that would take away from the time to work on genuinely new projects. Better to tackle a different album. Anyone up for Flood?

Treasure Adventure Game

Tree-climbing is the closest real-life activity to platforming I know of.So, I’ve got a little catching up to do now, and multiple things to post about. The week before last, I intended to play through Bugdom (or as much of it as I could get through, anyway) and post about that, and obviously that didn’t happen. What happened instead is that GOG made a retro metroidvania-style platformer called Treasure Adventure Game available for free, and I found it so compelling that I wound up spending most of my gaming time for the week on that instead.

Like VVVVVV, TAG is something of a love letter to a particular era of gaming — in this case, the SNES era. Beyond the pixel art and chiptunes, it’s got such Nintendoisms as the kid hero whose mother-figure sees him off on his journey, dialog where you don’t hear the player character’s side, sudden discrete shifts in terrain type (including a small desert with quicksand pits), and an inventory screen with silhouettes of the items you haven’t collected yet. I suppose it’s de rigeur these days for indie platformers to reference the games that their developers played as children, but that isn’t really what’s going on here; only in the final boss fight does it reference anything directly, using sprites ripped straight from Mario and Castlevania and a couple of others. When this happens, it comes as a bit of a shock, because up to that point the game has been carefully building its own world — one that works by familiar rules, but has its own history and even its own implied continuity with other, nonexistent games: the overarching goal for most of the game is to collect twelve treasures used by a previous legendary hero in his quest, which we’re told were gathered together again by an archeologist and then lost again a few years before the adventure begins.

You can’t use these treasures yourself, as their magic faded long ago, but they’re described as exactly the sort of thing you’d find in a videogame. For example, there’s a “Chaos Whistle” that “would confuse enemies, causing them to attack their allies”, and an “Echo Mirror”, “used as a shield to reflect spells cast at him back at the attacker”. Rather pointedly, the player character collects twelve tools of his own over the course of the game, albeit for the most part humbler and more prosaic ones, such as a shovel and a flashlight. Things that a young boy who goes exploring might find useful.

Because that’s the one of the main themes here: not just exploring, but a Nintendoized version of the kind of exploring found in stories for boys. There’s buried treasure to dig up, dirt tunnels to crawl through, a secret laboratory in the forbidden tunnels underneath an office building. There are also talking bugs and a variety of silly hats to wear, some of which actually have effects on gameplay. It’s very much a childhood fantasy of a game, by which I mean not just that the content is like a child’s fantasy (of having freedom and power, of having meaningful things to do in the world — in short, a fantasy of adulthood), but that it’s the sort of game that we wanted games to be when we were children, but which the actual games of the time fell short of. But the nostalgia factor means that it’s not really pitched at children, so it’s more like a memory of a fantasy, or a fantasy of being young to have a fantasy like this one.

Mind you, there are things here that no official Nintendo game would include. I refer specifically to the drug references. OK, yes, Mario does magic mushrooms. Ha ha. Well, that which you could read into Mario is downright explicit here. There’s a cave realm inhabited by mushroom people who talk like stoners, who are described as “junkies” by your parrot sidekick, and some of whom are hallucinogenic: touch them, and the screen warps alarmingly, while platforms that you couldn’t see or stand on before appear, allowing you to, well, get higher. I don’t want to make it sound like this a game about drugs overall, though. This is just one section in a large game, and elsewhere, the only things hinting at drugs are occasional bongs in the background in the pawn shops and junk stores found in most of the game’s towns.

Now, I call it a “large game”, but I managed to finish it in less than a week. It may not be large in an objective sense. But it does a very good job of seeming large. Partly I think this is due to the due to the amount and variety of background detail, like the aforementioned bongs. True, it’s all coarsely pixelated, but this in fact helps: the backgrounds are made of the same sorts of sprites as the foreground, which means that anything could be interactive until you try and fail to interact with it. Even when you can’t interact with stuff, very often the NPCs do. This gives it a sort of Little Computer People vibe, as if there really is a simple, pixelated world going on unrelated to your platforming heroics. And the sense of world is reinforced by the fact that it’s contiguous: everything outdoors exists in a single space. Interiors break this consistency — buildings tend to be larger on the inside — but the world as a whole is one big platforming space, not even divided up into screens, composed of multiple islands that you sail between in real time, without exiting to a world map or anything of the sort. (There is a shortcut to travel, but you can’t access it until you’ve been most of the way around the world the hard way.) Late in the game, you acquire a diving helmet that lets you explore the depths between the islands, where there’s sunken treasure to be found. The interesting spots underwater are sparse, but the underwater is still a consistent, contiguous world, with as much ocean floor as there is ocean surface, and that helps the sense of scale.

Now, about that boat. Boats are seldom a good idea in games, in my opinion. I particularly dislike them in strategy games like Civilization and Empire; they’re probably part of the reason I haven’t finished the Plane of Water level in Heroes Chronicles: Masters of the Elements yet. In such games, you usually have to build the boat, using up resources in the process, then gather your units and go through a special boarding step, and then very often your units can’t use their normal actions, and the whole thing is vulnerable to sinking. Even in a platformer, a boat typically means learning a distinct and less-capable control system. The point is that, although boats in games are in theory a convenience, letting you cross otherwise-uncrossable bodies of water, they’re typically experienced as an inconvenience. Well, the boat in TAG is about as convenient as a boat can be. Supposedly, it uses advanced technology to shrink down and fit in your pocket when not in use. The effect in the game is that when you jump into the water, be it the ocean or a pool in a cave, the boat appears automatically, and when you jump back onto land, it goes back in your pocket. It does prevent you from attacking normally, but once you’ve upgraded it with a cannon, it more than makes up for it. There are even places where you deliberately jump into the water just so you can use the cannon.

I do have a couple of complaints. The default key bindings are weird; fortunately, it’s a simple matter to rebind them. (The game seems to want to be played from a gamepad with four face buttons. I played with arrow keys and WASD instead.) There’s a strange business with (non-hallucinogenic) mushrooms throughout the world: there are bouncy mushrooms you can trampoline on, but in some places they start off too small to be used this way, and only grow to maturity after you’ve reached the place they allow access to by some other route. In other words, they become a shortcut for return visits. The problem is that the immature form looks too much like the mature form. It’s quite frustrating, early in the game, to learn that pink speckled mushrooms can be jumped on, then unexpectedly not have it work. This is more like what I described with boats in other games: a convenience that’s experienced as an inconvenience.

Overall, though, this is a really good game, and I suggest you try it if you haven’t already — it is free, after all. It’s particularly good at reusing locations, making the meaning of a particular island or dungeon room change as you gain new tools and can approach it in different ways. And that’s metroidvania in a nutshell, really.

Bugdom

Just like in Curse of the Azure Bonds, the best thing to do with slugs is step aside and let them pass.Bugdom, a 3D save-the-princess piece involving anthropomorphized insects, is a game I associate strongly with computer stores. Apparently it was included with certain models of iMac around the year 2000; as a result, it was frequently what I’d see on those candy-coated monitors in CompUSA as I passed by them on the way to the remaindered PC games. Eventually the game showed up among the remaindered PC games itself, although I don’t remember ever seeing it among the new PC games. Perhaps there was a stigma associated with being initially released on the Mac? Everyone knew that the PC was the computer system for games, after all, and that means that anything originating on a Mac must be, at best, a pseudo-game.

Or perhaps it was just the limited virtues of the game itself. There’s a clumsiness to the animation that reminds me of Rocko’s Quest, particularly when it comes to the protagonist’s attacks, which consist of kicking his stumpy little bug legs to greater than expected effect. I think it’s a better game on the whole than its surface goofiness suggests, but I do remember getting severely stuck about four levels in (out of 10) when I was trying it the first time. We’ll see if I fare any better today.

Aside from its ubiquity on iMacs, the one other major thing of note about it is the mouse controls. As long as you don’t mind never using some of the optional power-ups, you can play this game entirely from the mouse, a factor that probably helped its status as a demo piece: those iMac displays didn’t necessarily risk letting the customers touch a keyboard. But it doesn’t use one mouse button as the go-forward key, like Doom, or map cursor position to speed, like System Shock. Instead, mouse movement maps directly to avatar movement. If you want to use the mouse to move forward in a straight line, you’ll have to keep on picking up the mouse and moving it to the bottom of your mouse pad — or, if you’re using a trackball like me, repeatedly scrunch your fingers back. Now, before you’re too horrified, I should point out that there is a regular go-forward button on the keyboard, and playing the game at any length involves mostly using that. But strangely enough, I sometimes catch myself using just the mouse when I’m distracted. The rhythm of the move-scrunch-move-scrunch fits the relentless oom-pah of the background music on the first two levels, which in turn is suggestive of the busy trundling typical of beetles. Which is about all about the game that suggests insect locomotion, given that most of the bugs here walk on two legs.

Demoniak: Giving Up at Getting Started

Today, another random pick from my catalog of titles I own on CD-ROM.

Demoniak is one of the few commercially-published text adventures I own but haven’t completed. Created by comics writer Alan Grant in 1991, it’s a sci-fi/superhero story mostly remembered for the novelty that it let the player switch control at any time to any character — even antagonists. I obtained it some years after its original release, when Memorex of all companies re-released it in a 2-pack CD-ROM bundle with Darkseed, a graphic adventure based on the paintings of H. R. Giger.

This was clearly a hasty bit of shovelware, because it failed to account for Demoniak’s copy protection. It uses a key word system: at some randomized point within the first dozen or so turns, it prompts the player to type in the Xth word from line Y of page Z of the manual, and refuses to proceed until you get it right. Memorex provided the entire contents of the manual as a text file, but since it’s not paginated, this is of limited use. (Plus, the game occasionally asks for a word from something other than the manual, such as the box or the diskettes.) I suspect that few people noticed this problem. The people responsible for the package presumably tried at most a command or two to make sure that it was working, and probably most of the customers quit the moment they realized that it was a text adventure, something that the packaging tried to obscure.

I already knew all this when I pulled it from my box of games abandoned for technical reasons, but I was hoping that the internet would help me. I mean, it’s 2012. Someone, somewhere, had to have either cracked this game or posted a list of the key words somewhere. Alas, the internet failed me. Even when I found Demoniak on abandonware sites, it was uncracked, and accompanied by less documentation than Memorex provided.

There was a time when my usual response to key word copy protection would be to hack it out. Generally speaking, it’s the easiest kind of copy protection to hack: somewhere in the code, there’s got to be a point where it compares your input to a target string and conditionally branches to success or failure, so once you’ve identified that point (by tracing through the execution with an assembly-language debugger), all you have to do is replace the conditional branch with an unconditional one (or a no-op, as appropriate). But a game whose chief mode of interaction is text is likely to process its key word input by the same means as all other input in the game, and messing with the parser seems risky, even if the game isn’t programmed in its own proprietary byte code format like the Infocom games were.

Today, I’ve gone as far as to install a debugger anyway, just so I can look at memory where the game has unpacked its strings and try to find something promising. But I’ve had no luck yet. If anyone reading this has access to a Demoniak manual, or any other means of bypassing the copy protection, help would be appreciated. I promise my copy is legitimate.

Lightfish and Fortix

The history of Qix is peculiar. It’s one of the foundational titles from the early days of the arcade, one of the ones that blazed its own trail. It’s elegant in its simplicity, highly recognizable, and has been ported to a variety of systems, as well as included in general classic-arcade-game collections. But it never inspired much imitation — it didn’t even get an official update/remake around the year 2000, like Frogger and Qbert did.

Perhaps it’s because it was too simple, too difficult to see how to extend its basic rules (surround territory by drawing a line, enemies that touch either you or the line you’re currently drawing will kill you). The only significant extension of that I saw back in the day was in Gals Panic, which, instead of asking the player to capture a certain percentage of the screen, put a silhouette of a shape 1Specifically, the shape of a woman, and even more specifically, of a scantily-clad Japanese woman. Capturing the territory within the silhouette filled in the details of the picture. The version I saw was strictly PG-13, but racier versions were rumored. on the screen and specifically asked you to capture that. This didn’t make a very great difference to how the game was played — the varying enemy behavior was more significant — but it did introduce one important concept: varying terrain. One of the problems with Qix from a game-designer’s stand point is that, like most games before Donkey Kong, it didn’t have anything distinguishing one level from the next.

Fast-forward to today. I somehow managed to obtain, though bundles or package deals, not one but two distinct recent Qix-based games, without realizing what they were until I tried them. (Furthermore, I coincidentally tried them both within a span of two days.) There’s one thing that both of these games add to the formula: walls. That is, obstacles that block your passage, but which can’t be used to terminate a line the way that the edge of the uncaptured area can. The best thing to do with a wall is to capture it so it doesn’t present an obstacle any more. They also both add randomly-appearing powerups, and eliminate Qix‘s notion of the “spiral death trap” by allowing the player to retract a line in progress. But other than those commonalities, they take the format in very different directions — more different than I’d have thought it afforded.

Lightfish, themed around glowing outline-drawings of sea life, keeps it all pretty abstract and simple, and makes everything very light and fast-moving: on some levels, bisecting the board within the first fifteen seconds is a reasonable goal. The challenge comes mainly from the multitude of fast-moving enemies. It’s Qix as Robotron, essentially. You can kill enemies by capturing the territory enclosing them, but they respawn after a time, so finishing a level quickly is important.

Fortix, themed around capturing forts in a fantasy kingdom, is slower-paced and more tactical. While there are free-roaming dragons on most levels, the chief enemy is stationary towers that lob cannonballs or other projectiles at you. These can be destroyed by capturing a trigger point for one of the level’s single-use catapults, or, if you think you can risk it, by capturing the tower itself — something most easily done by feinting to make them waste a shot and then making a tight loop around them while they reload. Anything, be it tower or dragon, that you catch in a capture is permanently dead, so unless you’re going for a time bonus, there’s no pressure to be reckless — and, in fact, finishing a level without losing a life is rewarded with a shiny crown on the level select screen (presented as a map of the territories you’re conquering).

Note the catapult trigger points inside the fort. You are not seriously expected to use those.Fortix adopts the Gals Panic approach of making only a portion of the screen important for completing the level — specifically, the enemy forts, which are generally where the towers are located. This means that, unlike in Lightfish and the original Qix, it’s possible to capture 100% of the important part, satisfying your perfectionist urges. Not only that, it introduces even greater terrain variation by means of visible features, such as rivers and cliff faces, that slow you down to various degrees, changing the effective routes. In particular, crossing a fort wall is extremely slow, making it virtually necessary to use the catapults before moving in on the tower — except that you can’t control which tower a catapult targets, so perhaps you want to capture an outlying tower or two first so that the easier-to-reach catapults will take out the more difficult inner towers.

I think the enemies must be heavyfish.Lightfish, meanwhile, although it does have slow-down terrain in the form of ice blocks, introduces it very late in the game, and mostly treats it as a slightly more forgiving form of wall rather than as a strategic choice: given all the enemies zooming about, unaffected by the ice, you want to avoid it as much as possible. In fact, before it brings out the ice, the one other terrain variation it provides is lava squares, which are identical to walls as far as player choice goes. They’re just walls that give you an opportunity to mess up and die, and that’s not interesting. But it does support the idea that this is more of an action game than Fortix. Where Fortix is more about formulating an effective plan of attack, Lightfish is about not messing up.

Lightfish does start becoming more tactical in its later levels, when it starts making walls spiral around in inconvenient ways, but Fortix does a lot more with the concept, including things involving keys that you can capture to open like-colored gates. Between that and the catapults, it has one fundamental concept that Lightfish lacks: that of capturing one point on the map to create effects at a different point. And that seems to be a pretty big deal for creating a satisfying level of depth.

References
1 Specifically, the shape of a woman, and even more specifically, of a scantily-clad Japanese woman. Capturing the territory within the silhouette filled in the details of the picture. The version I saw was strictly PG-13, but racier versions were rumored.

Solar 2

Two missions remainingSolar 2 is a 2D game that puts you in the role of a heavenly body — first an asteroid, later a planet or star. As the game’s blurb puts it: “In most games you see stars in the background, you shoot asteroids or you live on planets. But in Solar 2 you ARE these objects!” — which is a little disingenuous, because in fact you see stars in the background here as well; it uses a static starfield-with-nebulas image to provide a sense of motion when you go zooming around the vast depths of space. Which is something you can do. Unlike all the other stars and asteroids and so forth you encounter, you scoff at Newton’s laws and roam about under your own power, like the little spaceships sometimes found near life-bearing planets, blasting apart asteroids that get too close.

The way that the spaceships go about their own asteroid-demolition and largely ignore you combines with the free roaming in a very large 2D environment to make it feel at times like a much more relaxed version of Sinistar. The way you grow by accretion, first by ramming into asteroids and later by pulling in planetoids that have gone into orbit around you, is a little Katamari-ish, particularly if you decide to take it to its limit and become a universe-devouring black hole. But, oddly enough, the game that it reminded me of the most is the original Grand Theft Auto. And that’s because of the missions.

Missions are assigned by a godlike disembodied voice (presented in text boxes, not voice acting), which sometimes interrupts partway through a mission to assign new goals, or even just to make snarky comments. A typical mission might involve destroying a particular planet, or drawing another planet to a particular location by tugging it with your gravity, or surviving waves of attacking spaceships, or dodging as the godlike voice throws a bunch of stars at you at high speed. When there’s a particular place you need to go, the familiar GTA-style quest arrow points the way. The voice’s narration provides silly pretexts for them all: the asteroid you’re trying to make bigger is an old friend, the planet that you have to decide whether to destroy or defend is populated entirely by kittens, etc. There’s a touch of GLaDOS in its fantasies.

There are three sets of missions: one set for when you’re an asteroid, another for when you’re a planet, and a third for when you’re a star. (I wasted some time after I first turned into a planet by restarting to see the Asteroid missions I hadn’t seen yet. This is unnecessary; although there’s no in-game way to go back to earlier stages, you can do so through the main menu without losing your progress.) You actually go through more stages than these three — a neutron star, for example, or a life-bearing planet with your own fleet of defensive spaceships — but these sub-forms do not get distinct missions. Black holes get just one mission, assigned automatically, but all other stages get a choice of several.

How do you indicate your choice? More quest arrows! Whenever you’re not engaged in a mission, some arbitrary circles of space are assigned to be mission start points, with an arrow pointing to each. And I really do mean “arbitrary”. There’s no permanent terrain in this game, so there’s no particular mission-receiving place. The mission start points are just arranged around wherever you are, and have no particular relationship to the missions. Frequently the first stage in a mission is just to go someplace else. But you have to go to the mission start to be told where.

There’s no real in-game logic for this means of assigning and choosing missions. There are, however, two points of convenience: it requires no additional mechanics beyond what’s already been established for directing the player to locations, and it’s basically familiar to a large portion of the audience from its similarity to GTA. Instead of arbitrary circles placed dynamically in space, GTA used statically-placed pay phones, but the principle was the same. Whenever you weren’t in a mission, you got a quest arrow for each phone that had a mission for you. Choosing your mission by choosing which phone to pick up didn’t really make much more sense there than in Solar 2, but by grounding it in something concrete, it masked the arbitrariness a little better. Solar 2, using the same mechanic, makes it obvious how illogical it always was.

Where now?

It’s been about a month and a half since my last post. I should say a little something to let anyone who still has this in their RSS feed that I’m still around, and intend to start posting again posthaste. I fully intended to to start posting in February, but February was dominated by a major crunch at work, which wound up stretching into March. But that’s basically over now, and I’m even taking a couple of weeks off from work to recover. So the only thing keeping me from posting now is that I’ve fallen out of the habit somewhat.

At any rate, I played a bunch of games. Most of my gaming time in January was spent on trying out things that I had purchased but not tried, mostly from various bundles and Steam sales. I didn’t finish many; in most cases, I didn’t seriously try. I just wanted to get a better sense of where games are today — and my main conclusion is that we seem to be in the golden age of tower defense. But I also discovered that I own two distinct Qix clones, and I’ll have a thing or two to say about that. I played a chapter or two of Assassin’s Creed, but ultimately decided not to commit to it until I was writing again, because there’s a great deal to say about it — the narrative structure alone is worth a post. I got a great deal farther in Lego Batman, which I have relatively little to say about that I didn’t already say about Lego Star Wars, but I suppose is still worth a post or two. And I played a whole lot of Terraria.

Even during the crunch, I got some good iOS gaming time in on the bus to work, starting with Infinity Blade and the recommendations Gregory Weir made in response to my post on Angry Birds. I’ve finished most of them already; I’m finding that non-“casual” games for iOS tend to skew short, unless they’re ports from other systems. And yes, I have tried a couple of console-to-iOS ports; I’ve had my first real taste of Phoenix Wright this way, as well as gotten started on Final Fantasy III. FF3 used to be in a sort of deadlock state for me. For a while, the only platform it existed on in the US officially was the Nintendo DS. I had plans to get a DS as soon as I had finished all my GBA games, which I’ve very nearly done: the only one left is Kingdom Hearts: Chain of Memories. But I remember thinking when I played the original Kingdom Hearts that I really wanted to play the rest of the Final Fantasy games before playing any more in that franchise, so I’d understand all the references. Well, the rise of phones and tablets as gaming platforms has cut that loop, and also made my eventual DS purchase far less likely.

The one thing I didn’t do was look at my older titles. This is because I somehow felt that I shouldn’t be playing them unless I’m also writing about them. So the blog continues to be counterproductive for shrinking the Stack even when I’m not writing it! I will say this, though: I’ve come to the conclusion that I should be considering the titles I own on physical media separately from the ones I only have through Steam or whatever, and possibly only consider the former as Stack material. This would give me a goal that I could possibly finish in my lifetime.

I’ll still blog about other games, of course. In my previous post, I promised to say something about Solar 2, and I intend to make good on that tomorrow.

Five Years of Stack

The fifth anniversary of this blog’s beginning has come and passed, and so I think it’s time to take a look at where we’ve come with this little project so far. In significant ways, it’s been a failure.

One of the purposes of this blog was to motivate me to play all of the games I had accumulated over the years and never finished. Well, I started off with “just over 300 games” on my stack, and there are now just over 400. The Oath which was to see to the reduction of this number has a flaw: it allows me to count multiple titles purchased as a unit as a single purchase. I hadn’t supposed this would be a large factor when I framed the Oath, because compilation packages of this sort were seldom issued for anything other than major series, and there were only so many of those that I had any interest in. But somewhere along the line I decided it applied to any package deal on Steam or elsewhere, and that has become my dominant game-buying mode — it’s rare that I buy a game alone. Furthermore, I’m loath to close this loophole, because that would limit my access to those indie bundles I adore so.

But reducing the size of the Stack was really only a pretext all along, as the About page that I wrote five years ago acknowledges: “So really, this whole exercise is an excuse to play a bunch of old games and examine them in detail from today’s perspective.” But it’s getting to be more and more of a failure in that regard as well. Excluding the IF Comp, this year’s blogging covers nearly fifty games to various degrees of detail. Of those, only six were ones that I owned before starting the blog (and two of those remain unfinished). The Oath encourages me to prefer shorter games that I can finish quickly, and newer titles are more likely to fit that description than the ones that have managed to stay on the Stack for a decade.

If the Oath is failing me, it’s only fair, because I’ve been failing the Oath. Late posts have become the norm rather than the exception. Typically what happens is: I feel like gaming but not writing, so I try to cram as much game into a 24-hour period as I can in order to maximize the gaming/writing ratio. When I’m done, I haven’t left enough time to do the writing that I still don’t feel like, so I push it out to the next day, or further. If I’ve finished the game in the process, I feel like I have to summarize the entire experience in a single post, which is a difficult enough task that I procrastinate. If I haven’t finished the game, I feel like I can’t play it again until I’ve written something. Either way, it’s hurting my ability to finish games and write interesting commentary about them.

So, after five years, it’s time for a change. For the last week, I’ve completely abandoned the Oath and played freely, and I intend to continue in this state until at least the end of January while I contemplate what to replace it with. This doesn’t necessarily mean that I won’t be blogging — I have some thoughts I’d like to share about Solar 2 and Terraria already — but it does mean that I won’t be pretending to myself that I’m obliged to do so. I have only room in my head for so many obligations, and it’s time I tended to the real ones a little better. If I’m lucky, maybe it’ll turn out that I can blog without an Oath at all.

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