First, some general comments. Since the French mini-comp was not held last year, the four games submitted represent two years of production, 2012-2013. Although my French is not as good as it might be having lived a couple years in the francophone part of Belgium, I enjoyed playing through the games. The limited domain for word choice and grammatical constraints of the parser worked to my advantage.
There were two themes for this mini-comp, Africa and Female Protagonists. Authors could implement either one in whatever way they thought fit. Three went for Female Protagonist, and one for both themes (well, a female Zebra counts, right?).
Also, somehow, in downloading the games for the competition, I also grabbed “Ma princesse adorée”, by Hugo “Mule Hollandaise” Labrande, which doesn’t fit either of these categories. I think it might have been incorrectly linked to an article that pointed to the contest, or perhaps I just clicked on the wrong spot; in any event, I enjoyed playing it as well, and include a review at the end of this entry.
I will make a few general and non-spoilery observations about these works. First, it is notable that two of the games did not adopt the standard person and tense: Trac is set in the present tense, but third person. In playing that game, I noted that there was still a me/you axis between the parser (“I’m not familiar with that verb”) and the player (“Do you want to play again?”). Noir d’encre employs first person and past tense, which must have involved some significant effort in modifying the parser responses. The only quibble I have with that arrangement is that –and I don’t think it’s a spoiler for this horror genre story– some of the outcomes involve the presumed death of the main character. Who, then, is recounting the story?
Second, all of these games seem to be serious works in the sense that they were not just dashed off and sent into the competition. All of them seem to have been thoroughly proofed (although there could, I suppose, be huge errors in the French, to which I might be oblivious) and beta-tested for playability.
Third, aside from Source de Zig, which is a lighter work, I am struck by the amount of text in these text adventures. In Life on Mars, a lot of writing went into creating the emails that provide a solid backstory. In the other works, it seems to me that the amount of detail in descriptions and in responses to player actions is more complete than the more telegraphic style found in many English language works.
Finally, if I’m reading the headers correctly, Life on Mars and La Source de Zig are written in I6, which may be a reflection of the suitability of I7 for developing code in languages other than English.
From here out, there be spoilers…
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