IFComp 2023: A Thing of Wretchedness

Apparently this shares a world with Ascension of Limbs by the same author (who also, I am surprised to discover, wrote Fat Fair), although the connection is only made clear in the ending. It’s much more of a conventional text adventure than Limbs — it’s practically a “My House” game with all the requisite implementation of mundane furnishings. Except for one thing: the entity sharing the house with you.

The interesting thing about this being is how indefinite it is. If you try to examine it, the player character simply refuses, unable to bear looking at it. Everything we know about it comes indirectly: it’s repeatedly described as wretched; it wanders the house as it pleases, but never goes outside; it dirties everything it touches; it eats from a dog food bowl in the kitchen; it’s strong enough to demolish the aforementioned scenery objects when it’s in the right frame of mind; the PC desperately wants to be rid of it, but doesn’t know how to kill it. Everything else is left to the imagination, and there’s a virtue to the vagueness. When I think about the advantages that text has over graphics in games, usually I think of text’s ability to go beyond the visual, to tell us more than pictures can. But it also has the power to tell us less, when that suits the author’s purposes.

The endings, too, leave a lot unsaid and a lot more implied. The creature’s arrival seems to be linked to a cursed artifact locked in the shed, left there by an absent husband who’s mentioned occasionally but never seen. Inevitably, you wonder: Is the wretched creature in fact the husband, transformed? Definite answers are not forthcoming. It would fit thematically with the author’s other works, though. Fat Fair gave us a bestial and dehumanized protagonist. Limbs gave us inhumanity as a goal. Wretchedness doesn’t dehumanize the player character, but presents us with someone else who’s become subhuman and asks us to deal with it somehow.

IFComp 2023: The Gift of What You Notice More

I feel like the word “surreal” gets overapplied in the IF world. I’m as guilty of this as anyone — heck, my very last post used the word when “nonsensical” or “whimsical” would have been more precisely descriptive. So I’m not going to describe The Gift of What You Notice More as surreal, even though the author’s blurb does. Instead let’s call it symbolic. The overstory is about the end of a relationship — the details are left vague, but you’re packing to leave when the curtain rises. But you can’t leave until you’ve done some soul-searching, which takes the form of inventory puzzles in dreamscapes based on important memories accessed through photographs. A party scene turns out to be set on a theater stage, a tiny elephant found in a crevice keeps growing bigger, that sort of thing.

There’s some nice patterning going on. There are three memories you can visit, but your first visit to each leaves a lot of game elements conspicuously unused, leaving me wondering if I had missed something when the narration declared I was finished and kicked me back to reality. It turns out that you visit each of the three memories three times, each time with a different perspective, trying to resolve a different question: first “Where did things go wrong?”, which is at best a starting point but definitely not an adequate resolution, then “What could I have done differently?”, and finally the most practical of questions, “What needs to happen now?” Notably, the difference in what results you can obtain is determined by what inventory items you bring into the memory with you. In the first iteration of the cycle, all you have is a bunch of sticks. The second time, you have stones as well. Sticks and stones! Tools that are proverbially ineffective! No wonder you can’t do anything but dwell on the past until you get something better.

Despite being made of room exploration and inventory puzzles, this is written in Twine. The inventory is constantly present on the screen, and items can be clicked on to reveal situational actions using that item, adding new hyperlinks to the bottom of the node’s text. Most items in most situations are useless, though, and do nothing when clicked. Now, I will admit that there were occasions where I had no idea what to do, and simply went around clicking on every inventory item in every place I could go, hoping something would happen. But when I did have an idea of what to do, it was fairly rewarding to see the new link come up, confirming that I was on the right track.

[Edit, 23 Oct] Come to think of it, sticks and stones aren’t proverbially ineffective, are they? It’s names that will never hurt me. Sticks and stones may break my bones! So possibly I’m reading too much into things there.

IFComp 2023: Bright Brave Knight Knave

Andrew Schultz is a very familiar name to Comp judges — as this game notes at one incongruously introspective moment, he’s actually managed to surpass Paul Panks in sheer quantity of Comp entries over the years. I’ve only covered a few of his games on this blog, but his general MO is games based entirely around some single sort of wordplay (although he’s also branched out into chess problems recently). You’d think he’d have run out of types of wordplay to exploit by now, but he keeps coming up with new ones.

This time around, the idea is pairs of words that begin with the same letter or letters, and which rhyme with other such pairs. That’s not a very clear description, so I refer you to the title for an example. Every room and object has a two-word name, and can be either transformed or otherwise manipulated by entering two words that rhyme with it. For example, the room called “Bass Bath” has no exits until you enter the command “pass path”, causing pathways to appear. This puts serious constraints on the game content, on what rooms and objects and actions are possible, with the predictable result of wacky surrealism, just like in most of Schultz’s games.

I always find games of this sort fairly compelling, as they exercise my word-brain in unaccustomed ways. But this frankly seems like one of the lesser ones. The “pass path” puzzle is one of the most straightforward ones, where there’s an obvious connection between your goals and the commands you have to type. Most of the game isn’t like that. Sure, the game draws connections after the fact, but mostly I just typed in any rhyme I could find just in case it did something. And in fact the game encourages this behavior: if you enter a rhyme that’s wrong but that it recognizes as a good guess, made of valid and meaningful words that just happen to not be among the ones it’s looking for, it slowly adds charges to a cheat device you can use to find effective rhymes instantly. So this is basically a game about wild guessing, with enough formal constraint to make it feasible.

IFComp 2023: Death on the Stormrider

Here we have an adventure-game-cum-murder-mystery, the sort where your attention is less on figuring out whodunnit and more on the physical problem of getting access to places and not getting caught with things you shouldn’t have. The whole thing is set up to constrain you, but not absolutely. You’re not the main suspect, but neither are you above suspicion. It’s set on a sort of fantastical flying steamship, a smallish and isolated environment where it’s hard to avoid the rest of the crew. Your ability to cooperate with the investigation is hampered by a language barrier: the only people on the ship who speak your language are the chief suspect, locked away in a brig you never get to see, and the victim.

The really notable thing about it is the NPC behavior. There are seven characters you can encounter, each autonomously going about their routine, whether that means patrolling the hallways or rushing off to any part of the ship that needs emergency repairs. And I feel like there’s a bit of a misstep here. The first two NPCs encounters are all about avoidance, the puzzle of one being “don’t get caught where you’re not supposed to be” and the other being “don’t get caught with things you’re not supposed to have”. That’s enough to set expectations, to put the player into a mindset of “NPCs are obstacles”. But then, to progress, you have to shift into a mindset of instead exploiting NPC behavior to overcome obstacles. Mercifully, the story can be brought to a satisfactory conclusion (several different satisfactory conclusions, in fact) without solving all the puzzles or figuring out absolutely everything that’s going on. But you can’t get much of anywhere without this fundamental shift of attitude. I personally needed hints to get that far. I was using the hints a lot by the end.

At least the hints are really good! In fact, the best part of the hints isn’t even in the hints per se (which are external to the game proper, part of its website), but in an in-game tablet, where you can review notes about the ship, the people, and the investigation, and which, most importantly, contains a tasks list. Just being told what the author thinks you should be working on is often a great help. Ideally, it shouldn’t be necessary — the game content itself should be enough to communicate your goals. But when that fails, it’s good to have an explicit quest log to fall back on.

IFComp 2023: One Does Not Simply Fry

It’s early yet, but the most engaging piece I’ve played so far this Comp is One Does Not Simply Fry, a text-heavy Choicescript-based mashup of The Lord of the Rings and competitive cooking shows like Iron Chef. It’s a combination that reminds me of the classic Narnia/Anthony Bourdain crossover fic, although that had a great deal more to say about both of its subjects than this does. No, this piece mashes its subjects together largely for the sake of shallow pun-based humor, although some of those puns wind up being the basis of characterization — a contestant named Sour Ron, for example, is pretty much sour about everything.

The thing that really strikes my interest, though, is the structure, the way it takes advantage of the cooking show format. You know more or less what’s going to happen from the beginning, and that lets you strategize somewhat. I’ve always thought the second Lord of the Rings film had the best battle scene, because it had characters describing in some detail exactly how they expected the battle to go, and then it showed the battle happening exactly as anticipated. Something of the same effect happens here. Depending on your initial choice of character, you might be good at cooking or you might be better at sabotaging the other contestants. Some of the challenges come down to “Which of your character stats do you want to apply to the situation?” — which, given that you know what your character is good and bad at, basically just makes it “Do you want to succeed at this challenge or not?”, although there’s some humor to be had from picking the wrong choices.

And ultimately, it doesn’t matter much whether you win the actual competition or not. The characters here have ulterior motives, concerning “the On(e)ion Ring”, a comestible of great power. Win or lose, someone’s going to wind up crafting it and triggering the real conflict at the game’s finale. A clever trick, this: the bulk of the story directs the player’s attention towards a ludic element that doesn’t make a whit of difference to the ending. And this in a game that explicitly encourages replay! On second play, you know what’s going on, but you’re probably going to try to win the competition anyway.

One small UI matter I think is work commenting on: Although Choicescript normally presents choices as separate buttons at the bottom of the page, this piece always has just one button to advance, with any choices taking the form of radio buttons within the page. I wonder why? Maybe Choicescript makes this approach easier when the story is basically linear, the choices applying inline variation rather than branching?

IFComp 2023

This year on this blog feels like it’s been mostly delays and excuses. Well, here’s today’s: I’ve been sick, and I didn’t want to judge Comp games while my physical misery had the potential to skew my judgment. That said, it’s Comp season and I am ready to start judging!

I wasn’t sure I’d do this. For the last two years, I’ve been putting the main Comp aside while I look at alternatives like Spring Thing and ParserComp. But I feel like there’s just something more… solid about the Comp itself. It’s an entrenched institution, sponsored by the IFTF, with its own purpose-built infrastructure. Little comps these days tend to run as itch.io jams, which no doubt makes them easier to set up, but makes me acutely aware that they’re dependent on a third-party platform that doesn’t really care about them. The Comp was around before all the popular commercial websites, and will probably be around after most of them are gone.

There are 75 entries this year. If I count correctly, 29 are labeled by their authors as parser games, 42 as choice-based, and four have been placed in the intriguing “other” category. I do not know how many I’ll be posting about here. Definitely not all of them.

ParserComp 2023 (belated): The Fortuna

Admittedly, ParserComp 2023 is old news by now, but I’m not quite done with it. I declared my intention to play all sixteen of its games, and I got through only seven before the judging period’s deadline. My mistake: I got a very late start, but thought I could still get through them all, because I was really thinking in terms of IFComp, which has the famous two-hour rule to encourage smaller games. ParserComp has no such rule, and this year’s entries included two more games by the author of Finn’s Big Adventure. I did consider continuing to play and write up the entries here after the deadline passed, as blogs have no deadline, but I didn’t do that.

Still, there’s one entry that I really want to comment on here, because it’s so of-the-moment. The Fortuna, a thriller set on a cruise ship, uses an LLM to generate text. Now, from where I sit, the judgment I’ve seen passed on LLMs and generative AI in general has mostly been negative: that their lack of any mooring in reality makes them unsuitable for dealing with facts, while applying them to fiction and creative works is a threatens the livelihoods of human artists (whose livelihoods are precarious enough already) while ultimately resting on their labor without fair compensation. But the author of this piece is a true believer in the liberatory potential of the AI revolution. (I thought for a while that they might be pretending, mainly because of the illustrations: these too are AI-generated, and, while the first few shown are reasonable enough that I mistook them for stock photographs, they start turning toward subtle monstrosity before long. I’ve now played enough of the game to be reassured of its sincerity, but it’s conceivable that there’s a twist that I simply haven’t had the patience to reach.)

Now, you may be thinking “LLM-generated IF? Like AI Dungeon, then?” Not quite: the only generated text in the game is NPC dialogue provoked by freeform input. It’s in some ways a natural choice, supplementing one of IF’s traditional weak spots while limiting the damage that the LLM can do to the narrative, but with the current state of the tech, the effect is deeply peculiar. It makes the dialogue unnatural in a characteristically ChatGPT-ish way. Characters don’t really converse so much as use your words as prompts for paragraph-long essays with lots of “I believe” statements:

Journalism is an incredibly important field that allows us to gather, analyze, and share information with the world. It is the perfect blend of storytelling and investigation, allowing journalists like myself to shine a light on important issues and hold those in power accountable. Journalism has the power to shape public opinion, influence policy, and promote social change. As a woman in journalism, I am particularly passionate about using my platform to advocate for women’s rights and to amplify the voices of marginalized communities. It is crucial that we have diverse perspectives and stories represented in the media, and I am determined to be a part of that movement.

The game tells you to befriend these characters to advance the plot — I could comment on how pathologically utilitarian this view of “friendship” is, but that’s really a problem endemic to IF as a whole, not this game in particular. Befriending a character basically means asking them about their pet topics repeatedly. Which they tend to circle back to regardless, often with suspiciously similar verbiage:

> ask nancy “What are you doing here?”

I’m here as a reporter for the New York Times, covering the recent women’s rights rally in the city. It’s important to give a voice to the issues that affect women and make sure their stories are heard. This rally is a powerful platform for women to come together, raise awareness, and fight for their rights. As a journalist, it’s my responsibility to report on these events and shed light on the challenges women face in our society.

> ask nancy “I mean, what are you doing on this deck in particular?”

I’m conducting research for a new article I’m working on. I’m investigating the gender wage gap in the corporate world and the impact it has on women’s rights. I believe it’s important to shed light on these issues and advocate for equality and fair treatment for women in the workplace.

> ask nancy “Why are you on the pool deck?”

I’m on the pool deck because I’m investigating the recent increase in drownings in the area. As a reporter, it’s my job to shed light on important issues and bring attention to them. It’s not enough for me to just report the facts; I want to use my platform to make a difference. I believe that by raising awareness about the importance of water safety and advocating for women’s rights, we can start to address this problem and prevent future tragedies.

For this player, at least, the end result is that I gave up on trying to treat this as anything other than Infocom-style “ASK/TELL” dialogue with unusually elaborate “I don’t understand” messages. The LLM simply doesn’t have enough knowledge about its context within the game to be able to converse about that context meaningfully. It’s been said that the ability to figure out what you do and don’t need to pay attention to, and to filter out the unimportant, is the quintessential skill in all videogames, and it’s possibly even more paramount when the text is being produced in a void of authorial intent, where failing to realize that the nonsense is nonsense has the potential to send you down infinitely-deep but ultimately empty rabbit-holes. So there’s the paradox of this game: the whole thing is a showcase for a feature that it structurally encourages you to ignore! (But I suppose the same could be said of a lot of graphical games…)

It’s got me wondering about other possibilities, though. The dialogue feels meaningless because it’s disconnected from the rest of the game — even the “befriending” mechanic seems like it’s just scanning your input for keywords and ignoring the response:

> tell david “Physics sucks and physicists are bad people. People like you are responsible for Hiroshima. I hate you. I hate you. I hate you.”

I’m sorry if you feel that way, but as a research scientist in the field of physics, my goal is to make a significant contribution to my field and to help others through my work. I understand that there have been events in history, like Hiroshima, that have used scientific discoveries in destructive ways. However, it is important to remember that science itself is not inherently good or bad – it is how we choose to use and apply it that determines the outcome. I am driven by a desire to contribute positively to the world and leave a lasting legacy, and I strive to do so with compassion and responsibility.

David Millman is now your friend!

But what if it didn’t ignore the output? What if it tried to determine whether you had befriended a character on the basis of what they said?

Well, for one thing, you’d have to retune the output considerably to make that work. In this game, I don’t think I’ve seen any character actually express camaraderie or affection (or indeed any emotion at all). But assume that’s a solved problem. Would it make for a better game? I don’t know that it would! It might be more responsive, but it would be less intentional, less about the story the author wants to tell and more about figuring out how to manipulate the LLM.

But on the other hand, game devs routinely let general-purpose libraries handle things like physics and 3D rendering, sometimes with unanticipated effects. Will it someday be possible for developers to simply give an AI actor parameters and direction and motivation, and trust it to ad-lib its lines? I suppose that’s the dream this game represents. And I’m willing to keep an open mind about it. But we’re not there yet, and it’s not at all clear that LLM are anything more than a dead end in its pursuit.

ParserComp 2023: Xenophobic Opposites, Unite!

This is basically a followup to last year’s You Won’t Get Her Back by the same author. Once again, we have a chess problem with a light fiction wrapped around it. This time it’s about checkmating a lone king using just a king and two bishops, the bishop on white and the one on black being the “xenophoboc opposites” of the title, working together to pen the enemy in. I found it fairly easy to get the hang of herding the king around, but it gets difficult at the very end, where you have to get things positioned just right to avoid stalemate.

At first glance, the whole thing seems like just a slight variation on YWGHB, but on reflection, it’s more technically impressive. I commented before on how the position in YWGHB constrained the possibilities, cutting the game short whenever you made a mistake. This game is much freer, letting you play however you want and responding reasonably. It’s not a full-on chess engine — it only has to control one king! — but it’s clear that there’s a bit more than a look-up table in there, something it surfaces in the flavor text between moves, as the game acknowledges the enemy king’s increasing confinement and the bishops tut-tut at your mistakes.

ParserComp 2023: Finn’s Big Adventure

The story here: Finngor Blackmoon, a six-year-old son of a duke in a fantasy kingdom, sneaks out of his castle room at night in pursuit of secret passages and adventure. There’s probably more to it than that, but it looks like I’m not finishing this one. It is big and it is obtuse, and I’ve gotten fairly severely stuck in the game’s third section, the forgotten catacombs, with 95 points out of a maximum of 500. The game has contextual hints, but they mainly just give you gentle nudges about what your goals are. In a lot of games, I’d praise that. Here, it just means they’re not enough.

This game was written in Adrift, which I’ve commented on before in my IFComp posts. It’s never been the most widely-used IF system, especially in today’s age, but it still has its adherents. One thing I’ve always found notable about Adrift games is that they tend to just have lot more stuff in them, more filler rooms and scenery objects, verbosely described in often pointless ways, than is typical for games written other systems. I don’t know if this is the result of a technical difference, like a UI that encourages authors to keep on adding more without asking why, or if it’s just the standards of the Adrift community. Whatever the cause, it certainly affects this game. Every single article of clothing worn by the player character is implemented. It even expects the player to look under furniture and examine walls with no motivation other than a warning in the intro that you’re going to have to do so to solve the puzzles. Kudos for making it clear what to expect.

I’d like to go on a brief tangent about the description of the player character: it feels a lot like the result of generating a D&D character. That is, you do get a certain amount of narratively-relevant characterization, but it’s nestled in a bunch of details like your height, eye and hair color, and the fact that “[y]ou are also very strong for your age and have unusually high stamina”. The eye color in particular is worth remarking on: this is something that’s impossible for Finn to actually observe without a mirror handy, so it’s kind of implicitly slipping out of his POV for that moment. Again, I blame D&D and similar systems for telling so many young writers that this is just a datum you’re supposed to include. I suppose it’s meant to help us visualize. That’s probably a fair summary of the entire game, and indeed what most Adrift games are going for: it’s all about visualization, and seeking more details to visualize.

ParserComp 2023: The Purple Pearl

The story of this one is pure adventure-gamery, just a bunch of colorful mechanical puzzles in a room as a sort of test of worthiness. Basically an escape room. The puzzles are serviceable, but they’re not what stands out about the game. What stands out is the formal experiment: This is a two-player game. That’s not a new idea, of course; multiplayer IF has been around for ages, from MUDs to Seltani. But this game does it without realtime elements, or a server, or any kind of network linking the executables. Rather, the two players are told to simultaneously play two different executables, a “Player A” game and a “Player B” game, which put them in two different puzzle rooms in the same castle. When a player does something that affects the state of the other player, the game gives them a three-digit code for the other fellow to type in to see the effects. So simple, yet I can’t recall seeing it done before — the author cites a couple of precedents in Twine and graphic adventures, but not in parser IF. Keeping the story and puzzle content fairly generic was probably a smart move, then, as it might otherwise overshadow the central gimmick.

The same post-game notes tell how the author wants there to be more two-player IF because she likes playing IF with her bestie. I don’t have such a gaming partner, and considered just running both Player A and Player B myself (making it kind of like The Knot), but that clearly wasn’t the intended experience. So I managed to rope in a coworker, using a Discord voice channel to communicate. I took Player A, he took Player B. I honestly think we still didn’t have the intended experience. The help menu (which, being proud people, we took a good long time to look at) says “You should be in communication with your partner during your play… It is expected that you will tell each other what you have and what you need.” But playing IF in solitary silence is a hard habit to break, and the fact is, you can pretty much get away with only communicating to send each other those three-digit codes. For example, the very first thing linking the two games is a pneumatic tube, with a cylinder you can use to send small objects to each other. The only things that the game lets you put in the cylinder are the things that the other player will need. So there’s no real need to ask your partner what they need you to send them; the game itself will let you know. I still don’t know much about what’s in the Player B game, but I assume it’s more escape-room nonsense.

Tangentially, it’s worth noting that escape rooms are in part a descendant of Flash room escape games, which were single-player experiences. Bringing it off the computer and into reality turned it into a social activity. So it’s kind of interesting to see it being put back onto the computer while attempting to preserve the social aspect.

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