IF Comp 2011 Open

IF Comp 2011 is now up and running, and it appears to be a flourishing year, with 38 games in a range of systems, including Inform, TADS 2 and 3, ADRIFT, Undum, ALAN, Quest, Windows-standalone and unconventional web engines, including one engine that appeared earlier this year in the IF Demo Fair, if I’m not mistaken.

And now a side note about blurbs. The IF Comp about page gives authors a chance to include short blurbs about their work, and some of these do a notably better job than others of making me want to play.

Your blurb, like your cover art if you have any, is an important first contact point between your player and your game. If you can make the player eager to play, she’ll likely have a better time during the opening moves and be more inclined to give your game the benefit of the doubt. And a player who knows what genre and style she’s facing is also more likely to play in tune with the game’s intentions, and save the game until a time when she’s in the mood for what it has to offer — which again is likely to mean a happier experience for the player and a better score for the author.

Here’s a good one:

The Play
A dress rehearsal gone horribly wrong
By Deirdra Kiai

Pull yourself together, Ainsley. Just one more rehearsal until the big day, assuming nothing catastrophic happens. But really, all you have to do is get your motley crew of actors to run their parts once through from beginning to end. How hard can it be?

It’s not long, but it communicates character (you’re Ainsley), relationship (you’re directing), major conflict (keeping the actors on task until the rehearsal is complete), setting (a theater), and tone (humor centered on just how bad things can get). As it happens, I often enjoy slice of life humor IF, and this blurb suggests to me a cross between Four in One and Broken Legs. My expectations are now established and I’m keen to play.

Here’s one that doesn’t work as well for me:

The Life (and Deaths) of Doctor M
By Edmund Wells

Blurb: Your vision clears as you gently land in an endless landscape. There is the wind, a bleak and chill thing. And there is your sense of uncertainty: You don’t know which way to go. Or, maybe, which way you went.

Where am I? Who am I? What am I doing? Why do I care? The blurb refuses to say, and hints that the game isn’t even going to be specific about which tense it’s set in. Amnesiac wandering in a void it is, then.

But amnesiac wandering doesn’t seem to go with the title, unless this endless landscape I’m stuck in is the afterlife and I’m the repeatedly-dying Doctor M. Speaking of M, s/he doesn’t even get a full surname, so I can’t even sketch in a nationality for him or her. Meh.

This game might conceivably turn out to be interesting after all, but the blurb suggests it’s going to be a wash of artistic choices diligently avoided.

Or take the uberterse

The Hours
By Robert Patten
Blurb: Your new job may be harder than you thought.

This could be almost anything. The word “job” does sort of suggest a modern or future setting rather than a distant historical one, but anachronistic attitudes towards work are hardly unknown in IF, so we can’t rule out the possibility that this is about a freedman in ancient Rome, say, or an alchemist staring down a year’s supply of unmutated lead. Otherwise, I have no information about goal, character, tone, setting, genre, gameplay style or difficulty.

Here’s a different strategy entirely:

Kerkerkruip
By Victor Gijsbers
Kerkerkruip is a dungeon crawling game that brings interactive fiction and rogue-likes together. With a randomly generated dungeon and a complex world model, every game is different and exciting. Success can only be achieved through tactics and strategy.

Here the hook is about the kind of gameplay being offered rather than the story the game is going to tell, but the blurb is still communicating the game’s unique selling point. Sometimes that’s appropriate, especially when the focus is on systemic challenge. I admit I wouldn’t have minded getting a little more flavor here along with the description, but I do at least feel like I know what’s going to be in this package and whether I’m likely to enjoy it.

By contrast, this gives a little information about gameplay, but not enough to qualify as an actual hook:

The Guardian
By Lutein Hawthorne
Blurb: A beginner level fantasy quest, made to be straightforward to finish without previous IF experience. Small feelies, an instruction book and MIDI music, are included. A walkthrough is available.

The genre and difficulty rating are useful information, and the presence of feelies and instructions suggests that some care has gone into the production. But it’s not telling me how this game might be different from (and possibly more interesting than) any other piece of beginner-level fantasy IF, and there’s quite a lot out there.

The King of Shreds and Patches for Kindle

Jimmy Maher’s The King of Shreds and Patches is now available for Kindle. That makes it to the best of my knowledge the first piece of stand-alone parser IF to appear for sale on that platform. (There are choice-based stories by Choice Of Games, a piece or two by Jon Ingold, and Inheritance, which apparently offers a menu-driven approach to an IF-style world model, but I believe this is the first release that offers a standard command line.)

What’s more, Jimmy’s blog post on the topic seems to suggest that the underlying engine may be able to present other Glulx games on the Kindle in the future. This is a relief to me. I’m constantly being asked why there isn’t IF for sale on the Kindle. Now there is! Look! See!

I haven’t had a chance to play the Kindle version myself — I can read Kindle books on my iPad but not play the interactive Kindle games. But I have played the original, and can say that it’s a massive, meaty, plot-rich piece of work. (Review here.) Recommended.

Indigo

The Indigo New Language Speed-IF a couple of months ago challenged people to write games in languages they hadn’t used before, based somehow around the theme of Indigo. I don’t do a lot of Speed-IF these days — I have less time than I used to, and it’s seldom that the parameters suggest to me an idea I think would really be a fun, solid concept.

However, this particular challenge was based around something I had been meaning to do anyway (try writing something in TADS 3) at a time when I happened to have temporary access to a Windows machine on which I could run the TADS Workbench. The name “Indigo” suggested a game in the same series with Bronze, Alabaster, and Glass, and I happened to have a puzzle mechanic in mind that I’d been wanting to try out for a while but didn’t think was extensible enough for a full-length game.

So I gave it a try, and it was a good time. There was enough guidance in the library and Eric Eve’s manuals that I was able to get my idea up and running, with several complete puzzles, in the couple of days I had available for coding. I also tried to go with the grain of the library and capitalize on the strengths of the system. Much of the puzzle design is essentially found art: I found library classes that looked promising or that I just wanted to try out (the candle, the odor that announces itself when the containing object is opened, various types of travel connector) and then spun puzzles around them. I think it would have been harder for me to finish in the time available if I’d gone in with a more specific design in mind.

The result is inevitably rough-cut. There wasn’t time to run a beta-test, and the about text mendaciously claims there are hints (because I was planning to do that with the hint class provided, and then got confused and totally ran out of time). And thanks to the weird conditions under which I wrote it, it would be hard to release an update. I’ve never had much luck setting up TADS 3 on my Mac laptop (possibly thanks to user error); the Windows machine where I wrote Indigo was borrowed and is no longer available to me.

On the other hand, Indigo has a puzzle mechanic that I’m pleased with. I’m less sure that it is effective at telling the story I had in mind — a version of Rapunzel that entirely omits the prince — but the most important elements are there. People who played it on ClubFloyd told me they enjoyed it, even in its current condition. So, not a major release and not one that conforms to my usual expectations about testing and polish, but for the people who have expressed interest, it’s here.

Pytho’s Mask Walkthrough

Since a couple people have asked for it, I went back and worked out a walkthrough for Pytho’s Mask. It’s an old game and shows its age in quite a few places (not least in the fact that, at the time I wrote it, “The Order of the Phoenix” wasn’t associated with the best-selling children’s fantasy series in the history of Muggle studies). And conscious genre exercise as it is, there’s a lot here that I wouldn’t write this way now; the gender politics are a bit too Barbie. But there’s dancing and fencing and stuff, along with some goofy banter and a host of inexplicable Borges references.

Continue reading “Pytho’s Mask Walkthrough”