IF Comp 2012 – In A Manor Of Speaking

Manor is a Glulx game, and the start is promising enough: it looks edited and has a good list of beta testers. After playing for fifteen minutes, though, I have to wonder if the testers were too focused on form rather than content and play.

The game is a series of disjoint locations and events. Unlike Howling Dogs, where this is a strength and contributes to a surreal feel, the lack of connection between scenes gives the player nothing to stitch this game together, aside from the puns, most of which are revealed only upon death. I shouldn’t say that the locations and props are entirely unrelated, as there are several instances of acquiring a key item in one area for use in another, but these connections are very strained.

The puns are the wincing kind, rather than the clever and wincing kind. The cheeky parser voice is instantly annoying – the poke in the ribs when turning around and walking into a wall is just annoying. Getting the parser voice right is a tricky subject, and one that has been done so often that it’s a liability when the game doesn’t manage to do it deftly. The default neutral library responses have been replaced with generally more annoying version. Points, I suppose, for customizing the messages, but the replacement doesn’t make the game expereince better.

There are a lot of ways to die in this game, most ways are not sensical or forewarned, and each rewarded with a pun. I guess that is the point of this game. At least it is easy to undo from this state.

Some spoilers after this point

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IF Comp 2012 – Last Minute

Here’s a piece that intentionally downplays the work that must have gone into it. This is also a Twee/Twiddly game, and maybe I’m getting to the point that I can stop mentioning that. This platform works so nicely that I stop noticing the mechanics of the browser and can focus on the game.

Spoiler warning

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IF Comp 2012 – Transit

Transit is another story written on the Twee/TwiddlyWiki platform. Again, the layout is very pleasing, and now that I’ve experienced a few of these, I am warming to this authoring system. In this instance, I see a few options at the bottom of the screen that functionally serve my need to have an about / help / hints / options menu of some sort.

Spoilers follow

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IF Comp 2012 – Howling Dogs

Continuing with the web-based stories, I tried Howling Dogs, which is written with Twine/TiddlyWiki. I can comment on the medium before the spoiler cut, and leave story-specific details to the side for a moment.

The presentation feels very natural. The typography is modern and clear, and links are obvious. Navigation works just like you’d expect, including the browser back button. I was surprised how well the story conveyed a sense of different rooms and of objects in the current location. The story makes good use of several locations that become familiar, which is a welcome anchor when the story otherwise rockets off into surreal spaces. The author has put to good use the ability of this system to remember prior player actions and to alter text in successive accesses. Because of this, the story does not come across as a flat hypertext document, but a narrative that progresses in time.

Havoc! Now for some spoilers.

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IF Comp 2012 – Living Will

Now to try my hand at a web-based game. I suppose that almost all the games are now web-based in the sense that some excellent online interpreters are now available.

The first one I tried was Living Will, and reading the fine print at the bottom of the browser window, I see that it is written in Undum, a client-side (i.e., in the browser) engine for presenting linked text, keeping track of state, etc. I’ve played a bit with Inkle, and it sounds like it has some features in common.

My first impression of this work is that the graphics are top notch: a textured leather background with a gradient runs down the page in the background, while text is presented in several boxes with lighter backgrounds with classy typography.

And now for some spoilers beyond this point…

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IF Comp 2012 – A Killer Headache

Well, the first line certainly draws the player in, “Ever since you died, the migraines have been getting worse.” Sounds like my kind of game.

I always record a transcript as I play through games, both for my own record and because I am a dyed-in-the-wool betatester and can’t play a game without part of my brain (brainns!!!!) thinking about the medium itself. I usually try to send these transcripts on to the authors even if there are no problems because I’ve always appreciated receiving transcripts. As an author, receiving a transcript lets you know firstly that someone cares and is playing the game, but also gives some insight into how others apprach the game. After writing a game, an author is so close to the game that an external perspective often turns up surprising twists.

Anyhow, when transcript recording starts, the version information scrolls by, and I was stunned to see the number of extensions that this game uses. It’s nice to see that this author has built upon work by others and furthermore that he’s managed to get all the extensions to play nice with each other, which I know can be a challenge.

Okay…from here out, spoilers…

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IF Comp 2012 – The Island

Ricardo_Montalban_Herve_Villechaize_Fantasy_Island_1977IFcomp 2012 is suddenly upon us. Last year, I played a bunch of games, assembled comments and never put them on the blog. This year, I’ll try blogging each game as I play it. I may not get through them all, but at least there will be some record of my impressions of the games.

I downloaded the zip file of games and did a quick overview. Looks like some are meant to be played on the web, so I’ll play those later. Some seem to work best under windows, so likewise, I’ll put that off for now. I see only one game, The Island, written with TADS, so I’ll somewhat randomly start there. No maps, feelies, or READMEs in that games directory, so I can hop right into the game, which suits me fine. From here out, expect spoilers.

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QTH Cambridge

Two HR yagi antennas on teh roof at MIT
Yagis over Cambridge

I spent this weekend in Cambridge — not the one in the UK, the one in Massachusetts. I was there primarily for work, and spent many hours attending meetings in hotels, but I also had some fun. My hotel was right at the Kendall/MIT stop, and I had a good view of the campus from high up. I didn’t bring a radio  — there wouldn’t have been much point considering the state of the ionosphere after a solar flare towards the end of last week —  but I did spot a nice antenna from my hotel room window and trotted over to investigate. I assume this multiband HF Yagi belongs to the MIT Radio Society, which is one of (if not the) oldest college stations in the country.

On Friday, I had some time before meetings started, so I walked over to the MIT museum. I spent about three hours there, mostly entranced by the kinetic art exhibit — like Calder, but more gears and motors. I easily could have spent twice as long. I didn’t think the robotics exhibit would be so interesting, but with the actual prototypes on display, you could look under them, around them, see how they were put together, etc. They also had a huge exhibit on technology developed by alums from the Institute, including technological breakthroughs such as transistors, vacuum tube-switched magnetic core memory, even mechanical integration machines.

I had hoped to run into some of the IF crowd, but I was a day early for the monthly PR-IF meeting, and my flight times were too tight to make Sunday’s Grue Street meeting. Next time.

While I didn’t get any IF written on this trip, I did spend a lot of time in planes and airports, so I did finish the character sheets for RileyCon 15. I also worked on the rough draft of the main event. This is going to be a busy month for both me (talk at Cold Spring Harbor, running the 80/20 CW station for Field Day) and Mark (usual lab work plus five grants cooking on the barbie), so I feel a bit better having made some start on this material.

IF Comp 2010

IF Comp 2010 is open and it looks like it will be an amazing year. My plan is to play through a few games at a time, say five, with transcript on, taking notes, and to complete Conrad Cook’s surveys right after each game. These surveys are not the basis for my scoring of games, but they address at least some of the criteria that I consider in rating a game, and I think they’ll provide some useful feedback for authors. As I complete each bunch of games, I’ll write them up on the blog and the move on to the next handful of games.