Adam Cadre’s Radio K podcast, continuing its coverage of IF games from the early to mid 2000s, now covers Slouching Towards Bedlam, Gourmet, and The Dreamhold.
Part of Adam’s discussion of Slouching riffs on what he says was my view at the time, that this was one of the first IF games to seriously address moral choice. He objects to that view because the player is very likely to explore all the possible endings, and therefore it’s unlikely that they’ll feel much weight in their decision, and also because he doesn’t consider the final question morally all that interesting.
It’s possible I did characterize Slouching that way at some point in a newsgroup discussion – I don’t now recall precisely. It’s not really quite what I would say now, though — and actually it’s not exactly what I say in my contemporary review.
I bring this up not to nitpick Adam’s generally excellent podcast, but because thinking about Slouching Towards Bedlam from the perspective of the current IF scene sent me off on something of a tangent of further thoughts.
So with apologies to Adam, here’s what I would say about it now: Slouching is an early, and still relatively rare, example of parser IF that makes diegetic outcomes depend on a complex set of world model machinations on the part of the player. First you have to figure out how the world model affects the story, and then you have to use that information to bring about the ending you want. You’re likely to luck into several endings you don’t want at the same time.
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