{"id":2513,"date":"2012-10-19T12:10:42","date_gmt":"2012-10-19T19:10:42","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=2513"},"modified":"2017-03-15T18:16:31","modified_gmt":"2017-03-16T01:16:31","slug":"ifcomp-2012-shuffling-around","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/2513","title":{"rendered":"IFComp 2012: Shuffling Around"},"content":{"rendered":"<p>Our next game is by one Ned Yompus, but I strongly suspect that this is a pseudonym, for reasons that will shortly become clear. Spoilers follow the break.<\/p>\n<p><!--more--><\/p>\n<p>This is the second wordplay-based game I&#8217;ve played this Comp, but it&#8217;s more focused this time: it&#8217;s all about anagrams. You have the strange ability to turn objects into their anagrams just by typing their new names &#8212; for example, turning an odor into a door, or some smilies into a missile, or words into a sword (which seems like a metaphor for the whole game). Sometimes there&#8217;s additional puzzlery in applying the objects thus transformed, but every single puzzle in the game has an anagram factor. So this is a game that just runs with a single idea, but it runs pretty far with it &#8212; it&#8217;s one of the longest games in the Comp.<\/p>\n<p>Whether or not people like the basic idea here course up to them, but I don&#8217;t think there will be much disagreement that the idea is implemented really well, with a host of features and design decisions that support it. There&#8217;s a whole intro\/tutorial section that guides you towards discovering your powers without explicit instruction. After that, there are three self-contained environments joined by a hub, but you&#8217;re only required to finish two of them. Of course, completists like myself will want to to finish all three, but there&#8217;s a special feature just for us: the scoring system, which reports the number of transformations you&#8217;ve triggered out of the maximum available, <em>on a per-subsection basis<\/em>, like &#8220;You have scored 4 out of 5 points total for the Intro region. You have scored 16 out of 16 points total for the Forest region.&#8221; Very nice.<\/p>\n<p>The anagrams are usually pretty well clued within the environment. For example, a statue of a spearman that you find in a kitchen is described as &#8220;cheesy&#8221;, and examining it yields the claim that &#8220;it is not a REAL cheese. Yet.&#8221; &#8212; all to help you realize that &#8220;spearman&#8221; is an anagram of &#8220;parmesan&#8221;. Other times, the main clue is reasoning from necessity: if you find yourself in need of a weapon, you might take a second look at those noughts you&#8217;ve been carrying around and finally realize that you can turn them into a shotgun. But even with all this cluing, there were things I couldn&#8217;t figure out without additional help. You could take it to the <a href=\"http:\/\/www.wordsmith.org\/anagram\/index.html\">Rearrangement Servant<\/a>, I suppose, but that would be cheating, and the game provides alternatives, in the form of gadgetry. In the intro area, there&#8217;s a choice of two devices that you can scan objects with to see if they&#8217;re anagrammable. Both provide readouts of colored lights, one per letter of the source word; one indicates the first and last letters of the target, the other tells you which letters are already in their destination places, as in <em>Mastermind<\/em>. You can only take one of these with you out of the intro area, but while you&#8217;re there, you can switch between them at will. Now, the one that tells you the first and last letters supposedly provides more information, or at least more useful information. And I can believe this: <a href=\"http:\/\/en.wikipedia.org\/wiki\/Typoglycemia\">popular wisdom<\/a> suggests that the first and last letters of a word are the most important ones for comprehension. But I went with the <em>Mastermind<\/em> option anyway, not because I wanted the game to be harder, but because I found its output easier to comprehend. And I used it quite a lot, even when I didn&#8217;t really need to. To me, it didn&#8217;t feel like cheating at all. I mean, even with the extra info, I still had to figure out the word myself.<\/p>\n<p>Graham Nelson famously described IF as &#8220;a narrative at war with a crossword puzzle&#8221;, but there&#8217;s something even more crossword-feeling than usual about the way this game makes the player concentrate intensely on figuring out words on the basis of their letters.<\/p>\n<p>The prose is a <em>tour de force<\/em> of incedental anagrams, even when they&#8217;re not puzzle-related. Sentences will use offhand anagram pairs: &#8220;This is a saner snare than the centrifuge, but it doesn\u2019t look like you\u2019ll drug a guard or reveal a lever to escape.&#8221; Some room names consist of anagram pairs. Your starting inventory consists of a &#8220;magenta name tag&#8221; and a &#8220;dope tan notepad&#8221; &#8212; anagrams that I didn&#8217;t notice on first view, although they should probably be counted as among the early hints to the game&#8217;s central mechanic.<\/p>\n<p>I did manage to trigger some serious bugs. One of the subsections has a certain amount of branching, with obstacles that can be overcome more than one way, but it doesn&#8217;t adequately prevent you from combining actions from the branches in ways that are blatantly broken, even blocking further progress. Keeping a save at the hub seems like a good idea.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Our next game is by one Ned Yompus, but I strongly suspect that this is a pseudonym, for reasons that will shortly become clear. Spoilers follow the break.<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[550,154,84,53,548],"class_list":["post-2513","post","type-post","status-publish","format-standard","hentry","category-if","tag-andrew-schultz","tag-bugs","tag-if","tag-ifcomp","tag-ifcomp-2012"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2513","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=2513"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2513\/revisions"}],"predecessor-version":[{"id":5094,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2513\/revisions\/5094"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=2513"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=2513"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=2513"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}