Black Mirror: Bandersnatch

Yesterday, Black Mirror: Bandersnatch, an interactive movie, was released on Netflix, and my entire Twitter feed immediately became very annoyed. Apparently it was accompanied by a suite of breathless articles about how daringly innovative it is, a claim that ignored decades of prior experimentation, including four earlier interactive releases by Netflix itself. Oh, but those were aimed at children! Black Mirror is serious grown-up drama, and high-profile at that.

But also, it’s Black Mirror, which means the whole thing was constructed around the constraint of making CYOA dismal. It does this by going meta. Most of the meta is is reasonably restrained, almost even subtle, but a couple of branches take a dive into the crassly meta. The story is of a game developer named Stefan Butler in 1980s Britain — a distinct branch and era of gaming history, presented here condescendingly but, based on what I’ve read about that scene over at The Digital Antiquarian, fairly accurately — descending into madness as he works on a game with CYOA-style branching narrative, based on a CYOA-style book whose author also went mad in a similar way. Part of his madness is a sense that he has no free will, that someone else is controlling his actions. There’s a sense that he’s coming to be aware of the metafictional truth because he has some memory of the failed branches you’ve put him through; in some cases, he “wakes up” from a branch as if it’s a dream, and one early choice seems to change how multiple characters behave in its replay (something that I find myself thinking of as an “Undertale choice”).

It’s all very thematically tight on paper, but it all hinges on the idea that Stefan lacks agency because he’s under the viewer’s control, and it undercuts this idea by not giving the player a whole lot of agency either. It feels like most of the off-trunk choices just result in immediate failure and rewind, or maybe one other choice before failure and rewind. Some of the choices even deny player agency by using a choice to assert authorial control. At one point, you’re given the choice of “shout at dad” or “pour tea over computer”. The story needed Stefan to behave irrationally as a result of his lack of control, so it put the irrational behavior into viewer choice. But neither of the choices reflected my desires, so I was just as powerless as Stefan. The writer either expected an audience of sadists, who would relish such a choice, or wasn’t thinking about the the experience of the interactivity at all there. At another point, the player is given a meaningless choice between two ways for Stefan to fidget just so he can be shown successfully resisting your command. Well, good for you, kid. You sure showed me. How about we stop fighting and team up against the writer?

A lot of this is the result of treating the format as a gimmick rather than a medium, but some of it, particularly the shallow structure and inconsequential choices, can be blamed on technical limitations. The fact is, streaming video makes it hard to do the sort of narrative interactivity we’re used to seeing in games, as I learned while working on the Netflix adaptation of Minecraft: Story Mode. 1My involvement was slight, but it mostly involved removing things: pruning branches, getting rid of conditional logic, simplifying it into a form that Netflix could handle. And the result was still far and away the biggest, most complicated interactive video they’ve got. People who say that Telltale games are just barely-interactive movies have no idea what they’re talking about. Throwaway callbacks are suddenly expensive, because they require an entirely separate video stream. Choices have to be spaced out — you have to give about two minutes between choices because it has to buffer both branches in advance to keep playing smoothly. This also means that the video clip that plays in the background of a choice has to complete playing in full, which I found particularly irksome. You could make your choice in the first second, but Stefan would just sit there indecisively while his dad repeats “Well? Which do you want?” and similar filler. Streaming video just isn’t the ideal medium for this sort of thing.

But it may be the most accessible. If this is what it takes to get interactive narrative deeper into the mainstream than it already is, should I really complain? And, as gimmicky as it seems to those of us steeped in the stuff, it probably at the very least serves as a good showcase of the platform’s capabilities. One of the first choices you get, of which of two music tapes to listen to, has a very obvious callback after the story has trunked, as if just to tell us that it’s capable of keeping state. (This isn’t the only piece of state-tracking, but it’s the only really obvious one.) At another point, there’s something that’s almost a puzzle: you use a special UI to enter a telephone number that was clued in a subtle and cryptic way earlier. The solution is thrown in your face while the UI is up, so it isn’t actually relying on the viewer to solve anything. Maybe it did in an earlier draft. Regardless, what it’s communicating is “We could have made this a puzzle if we wanted to. That’s something we can do.”

Ultimately, it’s a first-released work of IF by a new writer — not new to writing, but new to IF specifically. It may have a larger budget than your typical Comp entry, but it’s about the same length. It should be welcomed as such, but also criticized as such.

References
1 My involvement was slight, but it mostly involved removing things: pruning branches, getting rid of conditional logic, simplifying it into a form that Netflix could handle. And the result was still far and away the biggest, most complicated interactive video they’ve got. People who say that Telltale games are just barely-interactive movies have no idea what they’re talking about.

Cragne Manor

Back in June, noted interactive fiction authors Ryan Veeder and Jenni Polodna sent out a call for contributions. For the 20th anniversary of Michael Gentry’s classic Lovecraft-inspired cosmic horror game Anchorhead, they wanted to make a collaborative tribute game, where each participant writes one room. They expected about a dozen people to express interest. Instead, they got more than eighty, including me, but also IF luminaries Emily Short and Andrew Plotkin, Kingdom/West of Loathing authors Zack Johnson and Riff Conner, and even Michael Gentry himself. It’s one of the largest collaborative IF projects ever. Not the very largest, though; apparently there’s a furry porn game that has it beat handily, furry porn inconspicuously leading the way as always. But it had more authors than the annual IF Comp has ever had. The resulting game, Cragne Manor, was released to the public just a few days ago, after a lengthy testing period where the authors shook out the problems created by putting all the pieces together.

Again, each participant was responsible for a single room, although some bent this rule by creating sub-rooms or just plain additional rooms only accessible from their main one. Part of the organizers’ core concept was that they wanted the game to be a mishmash of authorial styles and intentions, like a patchwork quilt. And so they insisted that each author work basically alone, with no knowledge of what other people were writing, apart from how it directly touched their own work, exquisite-corpse-style. The organizers provided the bones of a plot and setting (one Naomi Cragne searching for her lost husband Peter in the fictional town of Backwater, Vermont), and negotiated with each writer how their room fit into the map and the game’s puzzle structure. Some, for example, were told “Your room contains a book which is one of many that needs to be returned to the public library for a puzzle. Here’s the specifics of how to implement a library book for this game.” Some others were told “Your room should have a puzzle that uses an object from another room to obtain an object used in a different other room, and we need to coordinate on what those objects are.”

The result is, as expected, incoherent. It reminds me a little of Deadly Premonition. Near the beginning of Deadly Premonition, before you even get to the town where the murder you’re supposed to be investigating took place, you fight your way through a zombie outbreak. The moment you reach town, the existence of zombies is forgotten about. That’s what Cragne Manor is like. Individual rooms confront you with horrors beyond imagining, scientific marvels, and dire revelations about the Cragne family that are only acknowledged in that room. One author, tasked with making a bridge, decided to make it a rope bridge in a cavern, even though both ends of the bridge are ordinary streets in the town of Backwater. And yet, it’s somehow surprisingly coherent for such an incoherent work. Each room is basically its own independent reality, but they sometimes sync up in fortuitous ways. Multiple rooms contain mirrors that act as portals to the past, something that their authors thought up independently, creating a sense of a general mechanism. The aforementioned bridge room features the colossal skeleton of some extinct monster; shortly after crossing it, you come across a paleontological dig. Seeing the strange bones uncovered there, your mind automatically draws a connection to the ones under the bridge, even though they seemed to be in a completely different game.

Also, a few of the more ambitious writers created things to give a sense of cross-room connection beyond the organizers’ plans. Lucian Smith made a puzzle that follows you around and interacts with those library books I mentioned. Emily Short’s room, otherwise one of the simpler ones, contains a creepy pull-string doll that comments on random objects in your current room by scanning their descriptions for words that she guessed other people would be using. (This is useful in some places for identifying objects you failed to notice.) Nonetheless, most rooms are self-contained or almost self-contained. One of the game’s big challenges is getting used to the degree to which you should ignore stuff from other rooms. One of its big design problems is that several authors decided to make “obtain a cutting implement” puzzles, whose cutting implements can’t be used on each others’ cuttable items.

Mainly, though, the style and mood is wildly variable in a very fun way. Not every contributor was familiar with Anchorhead; not everyone who was familiar with it chose to imitate it. Some rooms are brimming with Lovecraft mythos references (something that Anchorhead itself notably did without, despite clearly bearing Lovecraft’s influence), and one or two even imitate his prose style. Others are ghost stories, or observations of small-town life, or surrealist, or comic, or gross. Adjacent rooms are often jarring juxtapositions. (Chris Jones’ meat packing plant bathroom — just the name of the room is full of promise! — is especially notable for pulling off a number of these weird juxtapositions within itself, as if reflecting the game as a whole.) There are crypts and tentacles and dark rituals and monstrous fungal blooms. And there’s lots and lots of books. Everyone knew that there was a puzzle track involving library books, and many people seemed to take this as permission to throw in journals and histories of their own. It’s been merrily pointed out that Backwater has more libraries than bathrooms.

The game is large. Just having more than eighty rooms makes it a large game in that sense, and some of the rooms are large individually, containing enough prose or puzzle content that they could have been released separately. Hanon Ondricek’s church scene, for example, is essentially a novella, and Andrew Plotkin’s workroom is a miniature Hadean Lands/Myst mashup, teaching the player a remixable system of magic words that can transport you to other worlds. (As with nearly everything in the game, those magic words only work in the room they were designed for.) On playing the full game, it was easy to feel like my own contribution was unusually slight, but I think that’s an illusion created by the fact that the larger rooms dominate the play experience.

Largely as a result of those large rooms, the last few rooms feel anticlimactic, as you use your hard-won inventory to perform a relatively simple ritual and wind up in a relatively simple and utterly disconnected endgame that doesn’t address anything that happened before. This is perhaps inevitable. A work in this genre should end in the protagonist coming to a realization that ties all their bizarre experiences together, and how could you possibly do that exquisite-corpse-style? For my money, the real climax of the game comes slightly before the ending, in a room that directly confronts Naomi with the fractured and mutable nature of her reality and identity, which she’s been oblivious to and which the player has been struggling to ignore through the entire game.

I highly recommend playing the game, although it’s probably best done with a group. Not necessarily as a group play session, but as a bunch of people who are discovering the game independently but in tandem, who can help each other through the more obtuse puzzles (some of which are pretty obtuse), laugh together at the more ridiculous things, congratulate each other on beating the larger rooms.

Kudos to Jenni and Ryan for tackling the unexpectedly mammoth task of integrating everyone’s disparate contributions into something playable. Communication is always the most difficult part of any large project, and actually making it against the rules didn’t help matters. One notable innovation they added is a divination device, discoverable within the first few rooms, in the form of a coffee cup — a subtle Anchorhead reference; some Anchorhead players carried a discarded coffee cup from the first few rooms with them for the entire game for no reason, so this time there’s a reason. Once you learn how to read it, the cup tells you whether you’ve solved all a room’s puzzles or not, and, if not, whether you have everything you need. During testing, I played the game for a while before this device was added, and found that it drastically improved the experience of the game. I wouldn’t necessarily want such a thing in a game produced under a single unified vision, but in Cragne Manor, it was immensely useful in clarifying the ever-shifting authorial intent.

IFComp 2016 wrap-up

The Comp’s judging period has ended, but the results will not be posted for another day. All in all, it was a good year for the Comp, and also a large year: in terms of number of entries, it was the biggest Comp in the Comp’s history. I didn’t play all the entries to completion, but I did manage to play each one at least to a point where I felt comfortable casting a vote on it. Some time back, I set myself a goal of writing posts about half the entries, and I have done this. The ones I skipped were not necessarily the ones that I disliked, but just the ones that I felt I had little of interest to say about. But there are an awful lot of people writing reviews this year, and many of them have insightful things to say about the games I passed over. I particularly recommend Emily Short’s take on Take, a piece that baffled many, including myself.

My personal top pick of the Comp is 16 Ways to Kill a Vampire at McDonalds, but due to the large number of entries, I don’t have any confident predictions about what will actually win, or even what will take the Golden Banana of Discord (the unofficial award for highest standard deviation of ratings). I take something of a personal interest in the Banana, because one of my own games holds the all-time standard deviation record. There are a number of strong contenders for it this year, due to all the formal experimentation and “But is it IF?” going on. My best banana guesses are 500 Apocalypses, Game of Worlds TOURNAMENT!, and Mirror and Queen.

It seems like there was an unusual tendency this year for games to come in pairs: there were two pieces about vampires, two about zombies (neither of which I’ve covered in my posts), two in steampunk settings, two in settings loosely inspired by Greek myth (both of them first chapters of a larger story), two about gaming tournaments, two where you oversee the development of an entire alien species, two that start with the line “You are a [type of animal]”. There were two Texture games and two Quest games. There were exactly two authors who submitted two entries! I suppose this is just the sort of thing that happens when the number of entries gets large enough, but if it all turns out to be hints towards another hat mystery, I’ll be really impressed.

IFComp 2016: Stuff and Nonsense

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IFComp 2016: Sigil Reader (Field)

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IFComp 2016: Rite of Passage

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IFComp 2016: Aether Apeiron: The Zephyra Chronicles

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IFComp 2016: Screw You, Bear Dad!

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IFComp 2016: Fair

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IFComp 2016: The Game of Worlds TOURNAMENT!

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