Archive for the 'Adventure' Category


TKoSaP: The Thrilling Conclusion

I suppose that human sacrifice is often a metaphor for sexual violation: the thrust of the knife, the preference for virgins, the typical accompaniment by rhythmic chanting that increases in speed and intensity until it reaches an uncontrollable rapturous climax. The King of Shreds and Patches takes the analogy a step or two farther, having the villainous Barker lure Lucy to her doom by pretending to be in love with her. Rather than snatch her from her room by force, he invites her to a secret midnight tryst; when her housemaid learns of this, she begs the PC to intervene, fearing not for Lucy’s life but for her virtue and reputation. And even though the player knows better than that, the whole situation still has a strong whiff of romantic rivalry, with Barker in the role of the jerk who your long-standing crush is inexplicably gaga over, even though he doesn’t really appreciate her as a person and just wants to use her (albeit not, in this case, for carnal pleasure). I suspect that this is something that male and female players will read differently, with the men feeling the pangs of despised love more keenly. But when the PC finds out that the reason Lucy broke up with him months ago is that she was already seeing Barker in secret, well, I think we can all appreciate how nightmarish that situation is, even without the fear of death and summoning mad gods and so forth.

And in the end, when the player stumbles into the cultist frat party, Barker already has her naked and spread-eagled, chained to an altar. But the indignity doesn’t stop there. He hasn’t told her, but he’s planning a threesome. He’s going to share her with his colleague Van Wyck. There are two other sacrifices beforehand, one performed by each man, so you get to observe their technique; Van Wyck seems to savor the moment, while Barker just seems to want to get it over with. But then they raise their knives and prepare to penetrate Lucy together.

There’s only one way to stop them, and that’s with a better phallic symbol. By this point in the story, I had two pistols. And you need two to rescue Lucy, because you have two people to shoot, and these are 17th-century wheellock pistols that take multiple turns to load, 1The game handles this really well. Loading a pistol for the first time is treated as a puzzle: open this cover with a lever, rotate that bit with a spanner, pour the powder in, etc. Once you’ve done it once, you can repeat the actions by simply entering the command “load pistol” — but it still goes through the entire process, or as much of the process as necessary given the pistol’s current state. And in the endgame, where things are happening fast and threats can come at a moment’s notice, “load pistol” simply performs the next step in the process. I don’t know how the development of this game went, but this all seems like the sort of thing that you get in games with really good playtesters. and which have to be laboriously reloaded if the powder gets wet, which it probably is at this juncture. I wrote in my last post that either rescuing Lucy or failing to rescue her could produce a satisfactory conclusion to the story, and in fact the game allows either: any ending where you send the loathsome thing that the cultists have summoned back to whence it came is considered to be a victory worthy of an epilogue. But for a while, I thought that saving Lucy was impossible, so great was my trouble with damp powder.

Speaking of endings, I’ve joked before now that the biggest way in which Lovecraft-based games fail to be faithful to Lovecraft’s writings is that they’re winnable. To really be true to the original stories, the best ending should be the one that you get by quitting immediately. Investigating dark secrets only makes things worse. But then, this game isn’t a direct adaptation of Lovecraft, but an adaptation of a Call of Cthulhu module, and it’s very true to the spirit of that game.

References
1 The game handles this really well. Loading a pistol for the first time is treated as a puzzle: open this cover with a lever, rotate that bit with a spanner, pour the powder in, etc. Once you’ve done it once, you can repeat the actions by simply entering the command “load pistol” — but it still goes through the entire process, or as much of the process as necessary given the pistol’s current state. And in the endgame, where things are happening fast and threats can come at a moment’s notice, “load pistol” simply performs the next step in the process. I don’t know how the development of this game went, but this all seems like the sort of thing that you get in games with really good playtesters.

TKoSaP: Variability

(Spoilers ahead.)

The King of Shreds and Patches is pretty good at small-scale variability. There are a number of little choices not just in what order you things happen, but how. For example, at one point I stopped a man from finishing a dread incantation by assaulting him with my bare fists. I later discovered that I could have obtained a wheellock pistol in an area I had already passed through. I’m not sure what the consequences of using that instead would have been. In the story as I’ve seen it, I had to climb up to where the man was with a makeshift grappling hook, and after I interrupted him, he cursed me and ran away. Either of those things could have been changed with a way of killing from a distance. But even if they didn’t, the scene was able to play out to its conclusion with the player either armed or unarmed.

More broadly, much of the game is spent questioning people like a sort of Elizabethan detective, and the number of things you can ask people about grows as you progress. In general, it feels like each person you visit generates one or two new snippets of useful information, but which snippets you learn from whom depends on what order you visit them in. In the story as I experienced it, I got some of my early leads from a patron at a pub frequented by the likes of Shakespeare and Marlowe. I eventually visited him again, for no other reason than that I was temporarily stuck, and found that he had information about the whereabouts of one Barker, the man of mystery at the center of events who I hadn’t even heard of on my first visit. I could have easily not noticed this, just as someone who visited the pub later than I did might not have noticed that the same information could be squeezed out of the illustrious John Dee. The game kind of discourages visiting most characters twice; once you’ve questioned someone, they’re left out of the task list produced by the “think” command 1“Think” to produce minor hints or reminders seems to be rapidly becoming standard; several of the games I’ve played this year implement it. Perhaps this is in part because the verb is included in the standard Inform library, although without modification it just produces a snarky reply. , even if they have more information.

But of course any variability is set within a fixed framework. Despite what I said before about the day/night cycle, I now think that the game doesn’t actually let you miss important plot events. One thread of the story concerns a vanished girl named Marijne, whose cousin, the well-to-do Lucy Henry, was once courted by the player character. It’s pretty much a given that Marijne will be dead by the time you find her, just because a horror story needs a corpse or two by the end of the first act to let the audience know it means business. And when Lucy is in danger later on, and I arrive on the scene just a little too late to prevent her abduction, I recognize that this happens to provide motivation in the story’s imminent climax, not because I was too slow. But I don’t know yet what Lucy’s ultimate fate will be. In a conventional game, this would be the setup for rescue-the-princess, and any failure to rescue her would simply be the player’s fault, and a temporary condition at that. But in a Lovecraftian horror, a happy ending might not even be an option.

Oh, I have little doubt that I’ll be allowed to halt the ritual and banish the monster, but that doesn’t necessarily mean I’ll be able to save the damsel. The author lets the player know when and where the ritual is to occur, which means that the cultists have to keep Lucy alive until then. This explicitly gives the player character hope, presumably shared by the player, but the same knowledge could easily provoke dread, with the time running out while you struggle to reach the appointed place. Either way it goes, it could fit into the story. Which means that this isn’t necessarily just a matter of success and failure, but may even be another matter of narrative variation. We’ll see how it plays out.

References
1 “Think” to produce minor hints or reminders seems to be rapidly becoming standard; several of the games I’ve played this year implement it. Perhaps this is in part because the verb is included in the standard Inform library, although without modification it just produces a snarky reply.

The King of Shreds and Patches: Sound

Let’s talk for a moment about this game’s use of sound. There’s one puzzle in particular where you render a Bedlamite temporarily coherent by unscrambling some dismembered music. It’s not completely essential to have sound — you get some textual feedback, but it’s subtle and requires a lot more trial-and-error if you can’t hear what you’re doing. And for a while, that’s how I tried to solve it. I had the sound turned off. I had forgotten about it. The in-game documentation said that there was occasional sound, and even warned me that there was a sound puzzle, but it also said that I’d know it when I came to it, and, well, I didn’t at first.

I don’t normally turn sound off in games. I generally want the full experience intended by the author. I do find sound in text games a little weird, though. I find that playing IF, like reading a book, essentially puts the mind into a mode disconnected from direct sensory experience — one where you’re seeing through the mind’s eye, and, similarly, hearing through the mind’s ear, filtering out the real world. Illustrations interrupt this mode, but then, so do the command prompts, and you just get used to a certain rhythm of going into and out of reading mode. 1This is why it’s considered a good idea in IF to break up long text-dumps with command prompts, even when the player can’t actually affect anything: it preserves that rhythm. I’m starting to wonder if breaking up the text with illustrations would be just as effective. Sound, on the other hand, plays while you’re reading, and conflicts with the imagined experience.

But that’s not why I had the sound off. I had it off simply because for the last month I’ve been playing IF primarily in public. (I’m spending upwards of two hours a day on a bus these days.) I have headphones I can hook up to my laptop, but digging them out and dealing with the cord (either unwinding it or untangling it, depending on how careful I was about stowing it last time) seldom seems worthwhile, especially for a game that only features occasional sound. And, my personal experiences aside, I think there’s a valid criticism to be made here: if you’re going to use sound in a game, it’s better to make it a constant presence that the player gets used to, not an occasional surprise.

References
1 This is why it’s considered a good idea in IF to break up long text-dumps with command prompts, even when the player can’t actually affect anything: it preserves that rhythm. I’m starting to wonder if breaking up the text with illustrations would be just as effective.

The King of Shreds and Patches

January, 1603. Queen Bess is on the throne, Shakespeare is on the stage, and the black death casts its shadow over London. And, of course, in his house in R’lyeh, dead Cthulhu waits dreaming, as he has for eons. Based (with permission) on a scenario for the Call of Cthulhu tabletop RPG, The King of Shreds and Patches throws all of these things together into a single story. Which is kind of like writing a modern-day Cthulhu story about Barack Obama, Pixar, and swine flu, but that’s period drama for you.

Any substantial work of Lovecraft-based IF invites comparison to Anchorhead, the classic of of the genre, but playing this game really reminds me more of playing Call of Cthulhu. And not for obvious reasons — it doesn’t have what I normally think of as RPG elements, such as upgradable stats or skill checks or randomized combat. Rather, the structure so far is more what I associate with the live CoC sessions I’ve tried: you’re presented with lots of leads to follow up on, but not enough time to follow up on them all before bad things start happening. The game has a day/night cycle, and unless I’m misinterpreting things, it seems to be linked to the number of turns taken, rather than (as in Anchorhead) linking days to progress in the story.

Also reminding me of CoC is the way it throws lots of recognizable Cthulhu Mythos stuff at the player from early on. Anchorhead didn’t use any established Mythos material at all; the fact that the Lovecraft inspiration was clearly recognizable despite this is a sign of how well it achieved its aims. But also, using entirely new stuff preserved a sense of mystery. In TKoSaP, when I find the Yellow Sign depicted in one of the game’s rare uses of graphics, I immediately recognize it as the Yellow Sign. The character I’m playing doesn’t know what “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn” means, but I do, and it’s going to affect how I play that character.

But then, given the decidedly non-Lovecraftian setting, would it be recognizable as a Cthulhu Mythos story without these touches? Even in the game as it is, an episode of supernatural disruption of a performance at the Globe put me more in mind of a certain Doctor Who episode than anything else.

Alabaster

Like pretty much everything else Emily Short has done in the field of IF, Alabaster is an experiment. The idea here was to provide a number of testers/co-authors with the ability to extend the dialogue tree: suggestions made within the game were automatically recorded to a file, which they sent back to Short, who incorporated them in the next version that she sent out to the same authors for further suggestions. The game lists eleven authors (including Short herself), and boasts 18 distinct endings (including some obviously unsatisfactory ones).

The story is a revisionist take on Snow White, with the player in the decidedly weird role of the huntsman, commanded by the Queen to murder the heroine at the story’s beginning. In the original story, this is hardly a major character, or even an interesting one. I suppose that if you were to write a story about him, you could play up the emotional conflict, the fear of defying the Queen vs the obvious perfidy of killing a beautiful child, but that’s not a very interesting choice for IF. If you ask the player to make that kind of choice, they’ll usually just immediately choose good over evil. But Alabaster doesn’t make it that easy. This Snow White is creepy, and knowing, and, despite being your prisoner, gives a strong sense of being more in control of the situation than you are. She’s already made a bargain with you to spare her life and lead her to a haven among the dwarrows, but she does nothing to help you feel good about it. You naturally start to wonder if the Queen might have good reasons to want her dead. And so you talk to her — nearly all of the game is spent talking — and although you might be uncomfortable about trusting what she tells you, she’s pretty much your only source of information. Is she a witch? A vampire? A god, even? Possibilities suggest themselves, and are rejected in turn as too obvious.

I’ve seen (and participated in) IF collaborations before, and usually the seams where the authorial voice changes are pretty obvious, but the tone in Alabaster is surprisingly consistent. Short says she edited things “to improve continuity and conversation flow”, which explains this somewhat, but it’s not like the content was all hers. She also says that she was surprised at some of the turns that the plot took. Which, coupled with the consistency of style, makes me wonder: which turns were unexpected?

I’ve seen only a few of the endings so far, but one of the ones I’ve seen solves a mystery that I hadn’t even considered: what happened to the King? From a certain point of view, this ending might be the best one, because reaching that point explains nearly everything and brings the story to a definite resolution. But it isn’t entirely a happy ending. On the basis of what I’ve seen, I doubt there are any completely happy endings in the game.

Shelter from the Storm: Conclusion

The rest of the game took me less time than I expected. Once you’ve reached a crucial turn, a body turns up, and the game settles down into being a murder mystery for a while. This shift brings the return of the NPCs, who guide you through the rest of the plot. I kind of feel like I took longer to complete the self-directed snooping segment than I was supposed to, probably due to my reluctance to use the hint system (which actually proved very gentle on those occasions when I tried it). After the murder, you get to roam about looking for clues, accompanied by a character who comments on their significance. I had spent so much time poking around earlier that I had already found them all, except for a couple of final open-and-shut-case ones that I simply didn’t have access to before.

Overall, what we have here is a well-done shortish period piece. It’s also quite technically sophisticated, with such features as a pathing “GO TO” command, automatic spelling correction, and a conversation system that combines the best features of menu-based and freeform conversation without ever taking away the player’s ability to enter ordinary commands. Actually, these are all features that I’ve been seeing in other games this year and not commenting on. It seems like the state of the art is advancing incrementally, and that features that Infocom could only dream of are becoming standard — especially when you consider that this game was written in TADS, and most of the other games I’ve been playing were written in Inform. So no actual code libraries were shared between this game and the others. Ideas that seem good get imitated.

Shelter from the Storm

And now a wartime tale from Eric Eve, author of last year’s Nightfall. The year is 1940. A British lieutenant, on his way to report for duty, gets stuck in a thunderstorm in the countryside. Finding a house nearby, he persuades the maid to let him in; there follows a section where he meets the family, follows people around and engages in lots of the sort of menu-based conversation where there are more options than you can choose in the number of turns allotted. This goes on for a while, then stops abruptly, the soldier left alone while some mysterious noises upstairs draw his attention.

It’s strange, but at this point, despite having played the game for a while, I still had no clear idea of what sort of game it is. I’d have said it was basically a character-based drama, until I was abandoned to the world of objects and forced to take Action. Strange noises in a large house could mean anything from H. P. Lovecraft to C. S. Lewis. After a while, I started to suspect that things were a bit more prosaic than either of those extremes, and that I was simply dealing with a Nazi spy ring. My first clue was that the housemaid, supposedly a Jewish refugee, is contentedly listening to Wagner on the radio as she irons. And, once I had gotten my head sufficiently out of character-based-drama mode to start searching closets at random, I started finding more clues suggestive of this conclusion. I still don’t know who else in the house is involved, though, or even if the people I’ve met are who they claim to be. The noises I heard could be the house’s rightful inhabitants, tied up in the closet.

I should mention one of the game’s larger peculiarities: that it lets the player choose the person and tense of the entire game. I’ve chosen to play it in first person past tense, like it’s an episode from the soldier’s memoirs. I know I’ve seen at least one other incomplete fragment game that allowed the player to choose the tense, but the effort to produce this degree of variation over a full game seems strangely decadent. Still, it makes it a valuable resource for anyone investigating the effect of tense and person on the feel of a game.

Sam Fortune: Private Investigator

Here’s a game that could easily have been a comp entry. It’s about the right length (it took me a bit less than three hours and a couple of peeks at the in-game hints to finish it), and it’s about the expected quality, a solid midrange effort. That is, it has no obvious major bugs, but it also isn’t terribly inspiring. I’ve said before that a lot of detective-themed adventure games don’t actually ask the player to solve a mystery, but instead are simply, well, detective-themed adventure games. This game is in that category.

I may be a bit biased against it right now, because I’ve so recently played Make it Good, and Sam Fortune really suffers from the comparison. In MiG, the bottle of whiskey in your car is meaningful: it’s a part of the central character, a sign of what brought him to his sorry state, a temptation to give up, a cause for reprimand when it’s seen in your possession. Sam Fortune also has a bottle of whiskey, sitting on his desk, but it’s only there because a bottle of whiskey is a standard hard-boiled detective prop. It doesn’t have anything to do with the case, or Sam, or anything else. And that’s kind of how the whole game feels. It’s trying very hard to be hard-boiled by going through the motions and talking in detective lingo and so forth, but there’s nothing underneath it.

If it has a saving grace, it’s that it makes a point of that shallowness. The whole thing is presented as a old radio drama, complete with an act break and cigarette commercials. When you find some cigarettes in the game, they’re the sponsor’s brand, and described in the same glowing terms as in the commercial, just to draw you out of the fiction for a moment. Dying or otherwise failing in the game is immediately followed by the listener’s mother turning the radio off and telling him to go to bed.

Inside Woman: Moving Along

Well, the month of October is over, but the judging period for the Comp lasts another two weeks. I think I’ll keep playing IF for the duration, but I’ll take this as a signal to give Inside Woman a rest for a while. There are still five games I haven’t tried on that list from IFWiki, and I’d like to give most of them at least a cursory write-up before getting back to mainstream stuff.

I do want to get back to Inside Woman at some point, though. I’m currently about 1/4 of the way through by points, and quite stuck. But I’ve been stuck in this game quite a few times before, and so far, I’m still overall enjoying the experience. Somehow, this game is less stressful than the other IF I’ve played this season. Where Make It Good and Cacophony and Blue Lacuna were largely about puzzling out the hidden meaning of the gameworld, Inside Woman is all on the surface. Utopia is Bad Guys, and acts like it.

If there’s one thing this game does well, it’s self-contained sub-scenes that operate on their own rules, like the pizza place I mentioned earlier, or the simple cyberspace-hacking scenes (of which I’ve seen two so far), or even, in the very beginning, passing through the first security checkpoint by answering questions about your cover identity. That last bit struck me as not really fitting in the story — here I was trying to quickly find information in my personal documents that surely the player character would have memorized, so it was a puzzle aimed at the player, not at the character. It was still a pretty satisfying easyish puzzle: it put a little smile on my face every time they asked something I already knew.

Inside Woman: Nanci

The Utopia Arcology is essentially a city in a tower, and like many urban games, Inside Woman has you tour the city and all it has to offer by starting in the slums and working your way up. There’s a point where you have to earn some money to progress, so you wangle a job slinging pizza. This lasts for one shift: once you’ve had the experience of solving pizza-serving puzzles, there’s no reason to revisit it. It’s time to move on up to the museum and the university and suchlike. Paying your dues to increase your status — it’s like a highly abbreviated American dream, except that you’re doing it to destroy the system from within.

Just in case you forget this, your sidekick makes occasional heavy-handed comments reminding you how evil everything around you is. I haven’t mentioned the sidekick yet: it’s the disembodied voice of a teenage boy, code-named NANCI, or Nanci for short. We’re told in the beginning that Nanci is an agent assigned to monitor you via a nanomechanical transceiver you’ve ingested. He can see through your eyes, hear through your ears, think perverted thoughts during your gratuitous shower scene 1I say “gratuitous shower scene” because that phrase has become an idiom, but I suppose it’s not really gratuitous here. It occurs when you go through decontamination on entering the arcology, so it’s not out of place. The clothing you bring with you is removed and a standard-issue Utopia jumpsuit issued standardly in its place, which seems like it’s done at least as much for its psychological impact as for public health issues, and the moment of nudity also seems like an important part of the experience as well — the almighty security guards want you to leave your first encounter with them feeling vulnerable and humiliated. You could even invoke myth here: like Inanna entering the underworld, she gives her garments to the threshold guardian before descending into the perils below. Still, none of this makes it less pervy. — he’s a lot like the player, in fact.

As a wisecracking commentator with no physical presence 2I leave it up to the reader to decide what this phrase modifies., Nanci unavoidably reminds me of Arthur, the AI sidekick in The Journeyman Project 2: Buried in Time. I hated Arthur. Let me tell you about my experience with Arthur, and how it was optimized to maximize hate. In JP2, you don’t start off with sidekick Arthur: you have to solve a sequence of puzzles to obtain him, and once you have him, he’s essential to solving other puzzles. I failed to notice a hotspot in the game’s hub that was supposed to lead to encountering him for the first time. Consequently, I played as much of the game as it’s possible to play without him — maybe 1/3 of the game can be explored this way — then got stuck. (So already my first encounter with him is associated him with a bad experience.) When I finally got him, I was horrified at how he transformed the game. I had been enjoying the quiet, lonely atmosphere. I didn’t want it sprinkled with stupid jokes and insultingly unnecessary hints.

Nanci is better than that, though. He seldom speaks spontaneously — just on important plot developments, which, at the rate I’m going, occupy a small minority of my playtime. Usually he’s silent until you explicitly request information about something, which you do by simply focusing your attention on it with the “focus on” command. It’s like a third alternative to “examine” and “search”! I don’t think I’ve seen anything yet where Nanci yields essential new information, but he does at least provide the guidance of an additional point of view, like examining things with Poet in Suspended.

He doesn’t seem to take much advantage of being on the outside, though — you’d think he could look up information not available to you, contact the relatives of your fellow citizens, things like that. Maybe he’ll get to do that at some point, but so far, he might as well be inside the arcology with me. Which makes me a little suspicious. Maybe we’re headed for a third-act twist here. Maybe the nanomachines I swallowed aren’t a transceiver at all, but an AI. Alternately, maybe he’s just a delusion. The whole mission briefing was told in flashback — it could easily be a false memory. Maybe, just maybe, Alice Ling is nothing more than a dangerous madwoman who hears voices in her head, voices that tell her that Utopia is evil and must be destroyed. But that doesn’t explain where she gets her martial arts skills from.

References
1 I say “gratuitous shower scene” because that phrase has become an idiom, but I suppose it’s not really gratuitous here. It occurs when you go through decontamination on entering the arcology, so it’s not out of place. The clothing you bring with you is removed and a standard-issue Utopia jumpsuit issued standardly in its place, which seems like it’s done at least as much for its psychological impact as for public health issues, and the moment of nudity also seems like an important part of the experience as well — the almighty security guards want you to leave your first encounter with them feeling vulnerable and humiliated. You could even invoke myth here: like Inanna entering the underworld, she gives her garments to the threshold guardian before descending into the perils below. Still, none of this makes it less pervy.
2 I leave it up to the reader to decide what this phrase modifies.

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