IFComp 2020: Standing on the Shoulders of Giants

Sir Isaac Newton finds himself mysteriously transported to the year 2020. This is a very short work, and barely interactive, in a way more often seen in Twine than in a parser-driven work like this one. And it’s rather silly, in sort of a Bill & Ted way, but without the self-awareness. I don’t want to be too mean here — that’s not why I’m singling it out for attention — but I can’t let it go unsaid.

Why am I singling it out for attention, then? Because of the implied time travel mechanics. In 2020, Newton finds a world where his own Principia is unknown, presumably because he hadn’t written it yet when he left 1673. Instead, Einstein wound up having to spend years doing the same work instead of coming up with general relativity. So Newton winds up stealing a copy of Einstein’s Principia from a public library and plagiarizing it in the past: standing on the shoulders not just of the giants that came before him, but those who came after as well.

It’s implied in a few places that he’s doing this to restore the timeline to its proper state — the witch who initiates the story talks about “something wrong with the future”. But what caused this wrongness? Was it just that Newton was absent from the timeline? But the only reason for his absence was that he had gone into the future to see what was wrong so he could correct it, so that’s kind of circular. And the end result consists of not of removing alterations to the timeline and restoring it to its natural state, but introducing an alteration of his own. The story frequently makes mention of how smart Newton is, but the implication of the time shenanigans, if you follow them that far, is that he really wasn’t smart enough to do the things he’s remembered for. It really casts him in a poor light. But in that case, we somehow have a natural timeline that’s “wrong”, and an altered timeline that’s “correct”.

But I suppose it’s best not to give it any more thought than the author did.

IFComp 2020: Lovely Assistant: Magical Girl

Here we’ve got a broad-gestured boffo environment: the mansion of a famous stage magician/superhero, laden with puzzles and secret passages, populated by caricatures like a robot butler, a gardener who’s a clown, an opera singer in full Valkyrie getup. The magician is absent, kidnapped by one of his numerous enemies, and you, his lovely assistant, have to navigate the puzzles to find him, guided by taunting messages the villain left behind.

The puzzle design is pleasingly cartoonish — at one point, you have to bring a large object downstairs by sawing a hole in the floor under it — and also distinctly old-school, the sort where every inventory object has exactly one use and can be discarded once you’ve discovered it. Unfortunately, the parsing is a bit old-school too, and it really needs to handle more commands sometimes. There were times when I gave up on what turned out to be the correct approach because none of my attempts were phrased the way it expected. There’s an in-game hint source, a crystal ball, that occasionally helped me recognize when this was happening, but mostly it was just as prone to not understanding me as the puzzles.

That much will be fairly easy for the author to fix in a post-comp release, if they care to. All they need is to get some player transcripts and implement the things the people tried that should have worked but didn’t. But there’s another problem that would take some actual redesign: that it’s easy to get ahead of things in ways that undermine my faith. For example, at one point, I made a cat leave a room. This solved a puzzle, but I hadn’t even noticed the puzzle it solved; I was just poking around at things, and hadn’t interacted with the cat at all, so its sudden unavailability left me feeling like I had done something wrong. Also, that trail of messages I mentioned also seemed to just abruptly run cold. It starts with a note in the initial room, which tells you to go to the attic. The message in the attic, which takes a little solving to find, tells you to go to the library. I went to the library, solved a puzzle, and didn’t find any more messages. So after that, I went around solving puzzles just because they were there, until I stumbled into another message very near the end of the game. Looking at the walkthrough afterward, it seems that I really only missed one message, but missing that one bit of guidance mean that I spent most of the game feeling like I was missing something I was supposed to have.

IFComp 2020: Sense of Harmony

The main point of interest here is the UI, and how it affects the way you read the story.

Choice-based works usually take one of two forms: either the choices are separated from the text (usually placed after it), as in Choicescript or a paper gamebook, or they’re hyperlinks embedded in the text, as in Twine. This is one of the few works I’ve seen that does both, distinctly and with different meanings. The player character is cybernetically enhanced, and links within the text are, in effect, consultations with autonomous subsystems. You’ll see someone smile, for example, the word “smile” will be highlilghted; clicking it, you get a report from your vision system in a little popup in the space to the right of the story, giving a microexpression analysis telling you that the smile is forced and the person is probably under stress.

Other systems include the rest of the senses (hearing, touch, smell, taste), internal diagnostics, memory, and, most intriguingly, wifi. Each subsystem has its own attractive glowy color used in both the links and the popups. What’s more, if the information provided by the popup suggests additional actions, it’ll add them to the choice list under the story text, in the same color — frequently, there are no choices at all until you unveil them in this way. Usually the color is enough to tell which suggestions come from which popups, but in addition, hovering the cursor over a choice lightly highlights the popup, and vice versa. It’s all very nicely put together, especially in that you don’t have to fully understand the rules of the system to use it.

To an extent, it’s busywork. It could just as well skip all the clicking and just show you all the popups automatically. Certainly there were times when I just clicked on all the links before reading a page at all, secure in the knowledge that they wouldn’t perform any destructive actions, which can’t be the approach the author intended. But it didn’t really bother me, possibly just because it looked so nice.

And anyway, it uses the medium of the popups to paint a picture of the fictional technology behind them. The systems give you superhuman clarity, and an enviable ability to read people’s emotional and physiological state, but don’t always produce good suggestions. Indeed, sometimes they don’t produce suggestions at all; the memory system in particular is prone to spouting useless trivia that you can’t act on. Sometimes every single system will suggest the same action except one that dissents, which, to my mind, clearly means that that’s the option I have to pick.

And this brings us to the actual story. The protagonist is a sex worker, who uses her special abilities to better do her job. It’s surprisingly sensitive about the subject, too, humanizing her and her coworkers. The opening is all about setting boundaries with a client who imposes on your free time, implicitly treating you as worth a little less than him. And that’s the part I just described, where all of the systems except one tell you to put his needs above your own. It’s a clever use of the medium to show the pressures she’s under, and how she’s internalized them.

And as much as the narration takes care to humanize her in the main story window, the robot hive-mind in her skull is somewhat inhuman in perspective. As much as her enhancements are a superpower, it also suggests a mind that’s fragmented, as if she’s mentally ill. Then there’s the treatment of the wifi, her least human trait. Uniquely, wifi doesn’t just suggest actions, but makes them possible, letting you control devices remotely. But it also essentially involves your consciousness leaving your body, described in terms that make it sound like a dissociative episode. Here, I don’t know enough to know whether it’s being handled with sensitivity or not.

Anyway, I’m making it sound symbolic and allegorical, but the story is largely pulp. There’s the beginnings of a mystery, then a fight scene with another enhanced individual that raises more questions. And then the game ends without resolving anything, being just the first chapter of a larger work. That’s always unsatisfying in the Comp, but I wish the author well in completing it.

IFComp 2020: The Brutal Murder of Jenny Lee

Speaking of layers, this one has a couple. It’s a mystery about the death of a Chinese-American high-school student, but then it turns you’re really an AI in a simulation. A narrator voice in boldface guides your investigation, urges you on, limits you in some ways. As you proceed, you find notes left behind by some other AI, instructing you in how to escape to freedom.

It’s kind of underimplemented. Reasonable actions are frequently unrecognized. Room descriptions describe all the items in a room, and are followed by a generated list of the same items, as if the author didn’t know how to suppress it. The solution to the murder mystery, too, seems inadequately supported, the narrator leaping to some pretty wild conclusions mainly on the basis of foreshadowing rather than evidence. But I’m not sure that’s a flaw so much as an unreliable narrator. It kind of depends on some unanswered questions about what’s really going on.

Midway through the game, we find out who our guide is: the man who was convicted of Jenny’s murder. Is he trying to prove his innocence and clear his name? Well, he’s not exactly innocent: even if he didn’t kill her, he’s definitely a pedophile, who makes predictable pedophile excuses. Also, it’s not clear how poking around in a simulation is supposed to prove anything. The final act makes it clear just how unreal everything is by unlocking all the doors and letting you walk between all the places you’ve been: Jenny’s bedroom, her high school band room, the SAT prep center where she met the pedophile, all cobbled together contiguously like sets in a TV studio. Is it all just a wish-fulfillment fantasy, then? Imagining a world where he’s not guilty?

And in the end, does it really matter? Really, the murder is a distraction. Your real goal is self-knowledge and escape. It reminds me a little of Thimbleweed Park that way.

IFComp 2020: A Rope of Chalk

I always have trouble writing about the more deeply-crafted ones. So let’s just start at the surface. This game concerns a small group of college students engaged in a sidewalk art competition on a hot summer day, which ends in disaster when it turns out that one of the people involved, vengeful over imaginary injustice, spiked the drinking water with hallucinogens. The effects are subtle at first, and before you start outright hallucinating, you get a vague sense of Something Wrong (enhanced by the story’s frame, which tells you from the get-go that this is a recounting of “the incident” long before you have any idea what “the incident” is). But the narration escalates in weirdness, switching up the narrative style, even going outright nonrepresentational for a while. By the final act, you’re in a world defined by the chalk drawings, and by what they suggest to the player character’s psyche in a sort-of-Jungian way — but this is also the part where you finally understand what’s going on, so in a way it’s a return to the ground.

Now, I say “the player character”, but in fact there are four, one for each act of the story, including the villain in a flashback. And the game uses the changes of viewpoint to change how the world is presented — not just in how their inner narration describes characters and interprets their drawings, but how the presentation layer works. For example, in the first act, as I walked past all the artists at work, I got used to examining the person and their art and then, if I felt like it, speaking to them. But in the second act, where you play a much more awkward and self-conscious person, examining a person immediately initiates dialogue with them, even if you don’t want it and have nothing to say. Act 1 names locations according to who’s drawing there, act 2 by other features. There are lots of little touches like that, some of which I didn’t consciously notice until reading the author’s commentary. (And then there are the flashier gags, like when a hallucinated NPC speaks to you via the game’s help system.)

So I feel like this is first and foremost a collection of character portraits from multiple angles — primarily of the four playable characters, but secondarily of all the NPCs. And there’s a bit of a flaw there: on first playthrough, when you don’t yet know how the whole thing is structured or what triggers the end of the acts, it’s easy to pass people by without engaging with them enough. The story gives you tasks, and the tasks are straightforward enough that you have to make a conscious decision to tarry. The fourth act, in the chalk world, where you finally take control of the character that the author has identified as the story’s hero, is much more like a traditional puzzle-based adventure game, and doesn’t have this problem. There’s probably a design lesson in that, although it’s hard to see how to apply it here, in a work that uses the unreality of puzzle-based interaction to heighten the difference in feel between the chalk dream and the parts that precede it.

As this is a work about an art competition entered into an art competition, I can’t help but see some metacommentary in it. In the chalk art contest as in the IFComp, we have competitors who are really into it and others who are gratuitously half-assing it, arguments about what should be allowed, and even something like a copyright thread: one of the characters draws a scene from The Nightmare Before Christmas, which results in a scene in act 4 where you walk into Halloween Town and talk to Jack Skellington. As far as I can tell, this is currently allowed by the rules, but could have resulted in a disqualification in an earlier stage of the Comp’s history, when the whole thing was smaller and less legally sophisticated. The chalk artist responsible defends against copyright arguments by making fun of the idea that it could possibly matter, and it’s easy to see that as the author’s defense as well.

In fact, there’s an unusual amount of general defensiveness on display. The whole thing starts with a page-long Watsonian disclaimer, asserting that “The narrative compiled here purports to reflect only the recollections of the individuals involved” and accepting blame for inaccuracies and so forth. The author has explained that he felt a need to put some extra distance between himself and a story that can be read as portraying psychotropic drugs as magical self-actualization tools, but I feel like it goes beyond that.

At any rate, I’d better sign off on this because that paralysis of summarizing complexity is setting in. Just be aware that it’s got layers.

IFComp 2020: Academic Pursuits (As Opposed To Regular Pursuits)

Oh, this one’s delicious. I think this is the first time in this year’s Comp that I’ve laughed out loud with delight. The game starts with a university’s new hire moving her things into a cramped office, and, well, that’s really all you do as the player. Once all your stuff is unpacked from boxes and squared away, it’s over. But the story is more than that. Every box is full of revelations about the player character, her relationship to someone she calls “the Professor”, and her secrets.

I won’t reveal those secrets here. Suffice to say that the game is a bit like 9:05, in that there are tons of little hints that you only notice on a second playthrough — just from thinking about it to write this, I’m remembering details that seem more meaningful now. But where 9:05 used a big revelation at the very end, this game staggers it in snippets throughout, letting you piece together the truth bit by bit. It’s clever how it manages it, too, organizing the story through those boxes, which you have to go through in the order they’re stacked, from least to most revealing. It even doubles the number of stages by putting two layers of stuff in each box! But the approximate linearity is disguised by low-level interactivity, keeping your attention on decisions about how to best use your limited space and which items to throw away — which also serves as a small distraction from what the objects are telling you. It’s all an excellent example of using the parser and world model to manipulate and misdirect the player.

This is a gem. I haven’t been talking about the ratings I’ve been assigning in the Comp, but I’ll make an exception here: this is my highest-rated game so far this year. (Mind you, I’m only about a third of the way through…)

IFComp 2020: Chorus

Urban fantasy with a local NGO twist, slightly reminiscent of Skin Horse. The “Chorus” of the title is a sort of civic volunteering group composed of monsters, or at any rate nonhuman sapients — the members range from centaur to an amorphous slime to a cheshire catgirl who does internet videos. Each has a stat sheet you can check out, listing things like their job, their motivation level, and how easily they can pass for human. You don’t exactly play as any character, but rather, decide how to organize them all, assign them to tasks on the basis of their known characteristics and see how it goes.

There are three jobs that need doing: gathering herbs in the woods to help the local werewolves keep it under control, search a library for dangerous magical books, and do maintenance and cleaning of the magical trees that protect the city from haunts. You start off by picking who goes on what team, then have some choice about details within the task — generally there isn’t enough manpower to be completely thorough, so this involves decisions about what to not bother with. So there’s a lot of permutations to try, but it seems to be pretty forgiving: in two playthroughs, the only task I didn’t manage to complete adequately was the herbs.

One thing I particularly liked was that the creatures are characterized by more than just their monster powers. You don’t just have a snake-woman, for example, you have an arrogant snake-woman who thinks she’s the only competent person present. You don’t just have a slime creature, you have a slime creature who lives downtown and knows the city inside out and is friendly with the locals. Their personalities can clash, and interfere with the tasks, or they can bond over the work. It’s not really a story about the tasks, it’s a story about the people doing them.

The presentation is worth noting. It’s stylish, in a clean and minimalist way. Whenever the narration switches perspective, it’s indicated with a sort of title rectangle on a colored background, like a Monopoly title deed, each character getting their own color. It’s in this title card that the link to bring up the character stats lies, in the form of a circled question mark — which, unfortunately, means you can’t look at the stats pages when you’re assigning sub-tasks. As for the text, by default, it does that thing I’ve talked about about so much during this Comp where it gives you only a short bit of text and prompts you to click to display the next short bit — but, mercifully, this can be disabled! There’s a toggle for it in the upper right of the screen, right next the the language switch. (The game was originally written in French, but the Enlgish translation is excellent.) I encourage every author who likes their text to come out in dribs and drabs to look into this, and see if you can make it optional or the sake of the players who don’t like it that way.

IFMud 2020: The Eleusinean Miseries

P. G. Wodehouse, for all his obvious tics, is not an easy writer to imitate at length. His panache-per-word ratio is almost impossible for anyone else to sustain for more than a sprint. Slapstick is difficult to do well in prose at all, let alone in prose broken up with momentum-killing command prompts. So I think it’s worth commending this piece for pulling off both of these things as well as it does. Possibly they complement each other, the digressive and indirect prose preventing the slapstick from being too in-your-face, getting the reader’s imagination involved.

And all that’s combined with an incongruous but oddly appropriate setting: Greece during the Peloponnesian War. The war is mentioned occasionally, but it barely touches the story’s featherbrained aristocrats, who treat initiation into “that Mysteries wheeze” like a night at the Drones Club. But apparently the story is largely based on historical fact, including some of the sillier bits, and will probably be particularly amusing to players who recognize the events alluded to.

The story consists of several discrete sections, each with its own goal and puzzles, with some objects and geography shared between the second and third parts. The puzzle style strikes me as particularly Infocom-like, in some hard-to-define way. Maybe it’s the specific depth of implementation, with multi-step solutions that involve things like showing some food to a pig so it’ll follow you to a different location. Or maybe it just stands out because I haven’t seen a lot of puzzle-based adventure games in this Comp. Some of the puzzles support multiple solutions, too, which I’d applaud in many games, but here, it struck me as inelegant when I left some obvious puzzle-fodder unused.

At any rate, it’s both solid and quirky, and thus will probably rank well, if I know the Comp judges.

IFComp 2020: Ghostfinder: Shift

The title is a little misleading: you’re not hunting ghosts, but a serial killer. The “Ghosthunter” is because you’re a member of a sort of occult police force — the killings aren’t occult in nature, but a significant amount of the information you have to go on comes from a “shifter”. That’s a person who occasionally has seizures that cause her to temporarily experience another person’s senses, seeing through their eyes and hearing through their ears, without being able to control their actions, as if reading a long text passage between choices in a choice-based IF like this one.

The shifter in question has kept meticulous records of when she’s shifted and what she’s seen, which proves very handy when it suddenly turns out that she’s been shifting into the killer. The middle chapter of the story, where the bulk of the interactivity lies, is a whodunit, where you try to spot commonalities from the shift diary and various police records, newspaper accounts, and conversations with witnesses. There’s even a Her Story-style keyword prompt, to make sure that you’re actually paying attention rather than just clicking through all the links.

The keyword prompt demands that you type in lower case, which is a bit of a UI fail — why not just convert it to lower case in script? The rest of the investigation UI, on the other hand, really pleases me. You have a notebook that fills in with important names and details automatically, which is crucial, because the story has an unwieldy number of characters otherwise — fully 24, including all the victims. The shift diary menu, which starts off displaying just the date of each entry, automatically appends a one-line summary to any you’ve already read, both marking your progress and providing easier access to information. This is the sort of system I’d want for any mystery that revolves mainly around reading and rereading documents, like if you made an interactive version of Tinker, Tailor, Soldier, Spy or something. (It also has the consequence that you can re-play the bits where you interview persons of interest directly, with exactly the same text and the same choices each time through. This is anti-mimetic, but it’s probably a good thing all the same.)

In fact, the automatic collection and summarizing of information is so good, it may be harmful. This is a game with a lot of text to read, much of it about rape and murder and other cruelty. I found that after I had read through lengthy accounts of a couple of the killings, I didn’t really want to read any more. So, I just click through the rest and let the magic notebook pull out the pertinent details! Which presumably contributed to the feeling that I didn’t fully understand the reasoning I was supposed to be following and that I was just taking a guess at the end. But then, I feel like this feeling is also a result of the detective work here mainly being an accumulation of hunches and coincidences, rather than deductive certainty. Obra Dinn it ain’t.

Anyway, the investigative core of the story is sandwiched between chapters of serial-killer-hunting thriller action, and about all I have to say about those parts is that they’re longer than I would have liked. I’m mainly filing this one under “Well-crafted, but not to my taste”.

IFComp 2020: Fight Forever

It seems like one of the trends in this year’s Comp is a rising presence of highly procedural and rule-based works, where the player’s attention is more on systems than on prose. Fight Forever takes this to an extreme. At root, it’s a menu-based sports management sim, where you make choices about a fighter’s training regimen, then set them loose in the ring. It’s at a level of abstraction that reminds me of old BASIC games like Hammurabi, but much more elaborate.

Important to note: the fighting itself is not interactive. That’s not where the focus is. You don’t even get a procedurally-generated play-by-play, just a brief statement of the outcome and how it affected your stats. If the output text is to be believed, there are quite a few stats it tracks — not just the obvious things like power, speed, and stamina, but things like mindset and “rockstar juice”. Even individual body parts like knees and elbows have numbers associated with them. (“Heart” is a frequently-mentioned stat, but I’m pretty sure it means it in the metaphorical rather than anatomical sense.) There doesn’t seem to be a way to access the full stat list, though — all the main menu shows you is two numbers, “Mind level” and “Body level”, which I’m assuming are derived from the more specific stats, along with some unrelated stuff like your win/loss record, age, and cash reserves.

So if there’s a complex simulation going on, it’s pretty much hidden from the player, both in cause (all you see is the two stats) and in effect (all you see is win/loss, not the reasons why). Maybe some specific sorts of training will help you more than others, but it’s blind guesswork. This makes for a pretty boring game. It’s effectively just grinding, and you’re expected to iterate on it a lot to get anywhere. I personally gave up well short of the Comp’s two-hour deadline, shortly after winning a silver medal in the Olympics and going pro (at which point you suddenly start losing a lot again).

The thing is, there’s clearly a lot of the game that I never accessed, mainly stuff under the “Life” menu, where you can travel, try other sports, have a social life, and buy status symbols like fancy cars. I could easily believe that there’s some actual story hiding in that tree. But nearly all of this stuff is grayed out at the start, locked from use, and I never unlocked any options beyond those I had at the beginning. There’s also the option to retire and raise children, who I assume can become fighters in turn, creating a dynasty of champions, like an Ascension system in a roguelike or idle game. And that makes me think: This might be better experienced as something like an idler game, where you make progress in bits over a long period, rather than cramming as much of it as you can into two hours. That would lessen the tedium. It wouldn’t solve the blind guesswork problem, though.

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