{"id":4523,"date":"2016-11-13T14:07:11","date_gmt":"2016-11-13T22:07:11","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=4523"},"modified":"2016-11-13T15:12:41","modified_gmt":"2016-11-13T23:12:41","slug":"ifcomp-2016-sigil-reader-field","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/4523","title":{"rendered":"IFComp 2016: Sigil Reader (Field)"},"content":{"rendered":"<p>Spoilers follow the break.<br \/>\n<!--more--><\/p>\n<p>What we have here is an amnesia story, but only halfway. You can remember who you are and what your job is: a Sigil Reader, a sort of magical specialist cop in a world where this is apparently a normal thing to be. (A line early on about how you&#8217;re the &#8220;[o]nly one in the Station who knew about sigils&#8221; had me thinking at first that the very existence of sigils is a secret, but I think it really just means you&#8217;re the house expert.) But you can&#8217;t remember your immediate situation. You start off in your police station, alone, with a general sense of unplaceable wrongness, and have to recover your past by examining objects.<\/p>\n<p>That sounds simple enough, but the implementation of this idea is weird. Progress in the game is blatantly gated on examining items, but in ways that don&#8217;t make a lot of sense, either logically or narratively. Sometimes things will change in a room, or a key or other essential item will just appear in your inventory, as a result of looking at something completely unrelated. One of the critical-path examinables is a photo of a coworker and his dog, which isn&#8217;t even connected to the mystery of what happened to you. It&#8217;s just showing you something about the player character&#8217;s life before, filling in a gap that you didn&#8217;t know was a gap.<\/p>\n<p>There are a lot of objects like that: things that just provide flavor about the station. Homemade pickles in the office lounge, a rabbit skull on the director&#8217;s desk. I don&#8217;t know how many of them are crit-path. Gating objects seem to come in groups sometimes, such that you don&#8217;t get a tangible effect from examining just one thing, which obscures any pattern there may be to it. This has a strange effect: playing through the game a second time was actually harder for me than the first time. On my first pass, I was examining everything as a matter of course, just in case it was important. On going back to confirm some details for this blog post, I ignored things that I thought were unimportant and consequently got stuck.<\/p>\n<p>In the end, all the strangeness is explained with a &#8220;you were dead all along&#8221; twist. This doesn&#8217;t come out of nowhere; in addition to the sense of unreality created by the changing environment, there are a few more specific hints, like a sense of weightlessness, and a stain on your shirt. So I suppose the emphasis on mundane details was meant as a meditation on mortality &#8212; the author&#8217;s blurb describes the piece as &#8220;A short parser game about exploration, loss and restoration&#8221;. But it&#8217;s odd how this is mixed up with a story about magic cops and a serial killer. I just feel like the author had a bunch of ideas here that didn&#8217;t quite mesh. I discovered on replay that your name is randomized, and with it, your apparent ethnicity: you might be Chua Jin Hong in one session, Gregory Faizal Bin Mohammed in the next. I don&#8217;t know what this was supposed to add to the story, because it doesn&#8217;t affect anything else about the character. Maybe that&#8217;s the point. If so, it&#8217;s a point that doesn&#8217;t have much to do with anything else in the game.<\/p>\n<p>The business about sigils in particular is strangely tangential to the story we&#8217;re told. And I mean &#8220;tangential&#8221; in a very precise sense: it touches the plot at exactly one point, as an explanation for how the killer managed to break free and wreak havoc (although it&#8217;s not very specific about how that works). Apart from that, you can find a few protection sigils and suchlike in the environment, but you can&#8217;t do anything with them and never learn anything from them. There&#8217;s an optional puzzle to assemble a device that lets you find hidden sigils, but as far as I could tell, they&#8217;re just as pointless as the unhidden ones. If sigils are a prominent enough part of the author&#8217;s vision of this world to merit a mention in the title, I feel like they should be more relevant.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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":[1],"tags":[84,53,270],"class_list":["post-4523","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-if","tag-ifcomp","tag-ifcomp-2016"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/4523","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=4523"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/4523\/revisions"}],"predecessor-version":[{"id":4524,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/4523\/revisions\/4524"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=4523"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=4523"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=4523"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}