I am slowly, but surely, building up my own body of Interactive Fiction. (But
putting the bolts through the neck and animating it with electricity has so far
eluded me).
Stars are my own rankings of my own IF.
Inspiration:
The inspiration was the game of "Clue" and the supposed Hope
Diamond curse.
Note that I had not played "Curses" before writing this. (In fact, I
had
played very little "modern IF". In fact, I have still played very
little -- to
conclusion. I find the time it takes me to
write/program IF interferes with me actually playing it.)
The "Family Legacy" is a traditional
"uncle-died-left-will-&-lost- treasure-&-haunted-house-ghost-story,"
but with a definite twist (flashbacks to/by different characters).
It was an entry in the 1997 Annual Competition and my first game out the door. I
was later told that at the time I withdrew it, it was placing 17. Essentially
it is a rewrite of an Apple Basic game that I wrote about 20 years ago. A
rewrite of
this rewrite was in the works when my old
hard disk crashed, wiping out the source. (I have since have recovered most of
it,
but in bits and pieces, so I doubt I will ever paste it together again.)
The version at the archive is buggy, but only slightly buggy. I withdrew it
saying
it was
too
buggy, giving people the impression it isn't winnable. It is. Several people
have played it to conclusion. However, it has eating / drinking / sleeping
routines
-- all mistimed. They occur too frequently and can drive players' with low
tolerance levels, nuts. I only discovered this after I fixed a fatal flaw in
the game when an early player brought it to Whizzard's attention. So I fixed
the flaw, resubmitted it, then reconsidering, I finally withdrew
it. (According to the contest rules I felt it wasn't fair
to also fix the eating/sleeping routines after the deadline.) But since
there are some good things in it, I now lay claim to this orphan child.
I may rewrite it some day
with fewer locked door puzzles and fewer rooms -- tighten it up. And add a few
more subplots. Or now, because pasting together the scattered bits of code is
tough and tedious, I probably won't.
Players:
Players may ignore most of the outdoor grounds, except right outside some
doors. There is a brush with American history and a few tricky puzzles.
Warning:
You play at your own risk, because if you take too long you can run out
of drink/food.
"I think Doe is on to something here with her art..."
Kathleen Fischer
I love this piece. I want everyone to do stuff like this. It's beautiful!
Stuart Barrow
Inspiration:
The inspiration was a creek where I used to play at as a child and a
discussion
in raif
concerning visualization and visualization exercises.
"Visualizing" is short and "experiential."
Although this was actually my fifth or sixth WIP (work in progress), it was my
second
piece out the door. It is my
scenery IF Art example
and also my first
attempt at IF Art, Puzzleless IF, and Experimental IF. It has no overriding,
compelling goal -- instead it is intended
to be an interactive
experience.
However, you can find a few minor goals if you look
for them. It is also puzzleless, but you can also find a few puzzles if you
look for them. Because
the puzzles are optional and do not halt the player's progress, most people
haven't even discovered the trickier ones.
Reactions were underwhelming, but a handful of people really
liked it and/or "got" what I was aiming for.
I am
very
happy with it.
Players:
As intended, each player's experience can be
quite different -- so yours may be different from anyone else's.
Inspiration:
The inspiration was: the contest theme, nastily imagining Adam J.
Thornton as an
unwillingly participant in a "buddy flick" with a dragon, and Anne
McCaffrey's "Pern" with a light dash of Zork.
"Dragon George and The Man" is a buddy "flick," with two very
mismatched
buddies: a naive (and slightly stupid), young dragon named George and
a cyncial,
wise-ass man named
Bruce (who is based on Adam J. Thornton, reknown for disliking dragons and
games with dragons.) This was a Dragon Comp entry (March 2000, run by
David Cornelson). I
hate
the ending -- it is probably one of the worst in IF history. I got sick and
ran out of time approaching the deadline, so I was
forced to literally chop the intended ending off. Although short, it approaches
a
mid-sized game -- it is as long as some comp games.
"George" had some discussion on
rgif and a couple of people wrote and said they really liked it. Although it
SCREAMS for a better ending, I like certain aspects of it. This was my
first attempt at: farce, playing with
Mimesis, fantasy, and a dungeon crawl. It is also humorous, with some nice,
hard puzzles.
I am going to rewrite it with the ending that I originally planned.
Players:
The new, improved version (with the more complete ending and the man's
dialogue
ironically rewritten by Adam Thornton) should be released some time in the
Winter/Spring of
2003 (revised schedule). I am also rewritting it in TADS.
I strongly recommend that you wait to play the rewritten version.
"Best Multimedia Monster Download."
Cedric Knight
"It's got that kind of loony fantastic charm that I like."
Scott Starkey
"Graphics and sound come together to create really fun and stylish
extravaganza."
Akilesh Ayyar
"...the cartoon graphics are outstanding. "
Eric Mayer
"...very funny, too."
Frank Borger
"...even if it is more of a show than a game, it's a show well worth
watching."
Paul O'Brian
Inspiration:
The inspiration was an exchange of email letters, a song, and the desire
to do some
genres either completely or usually ignored by IF, such as musical comedy.
"Carma" is a multimedia piece (graphic intensive and some music). It
is again an interactive
experience
rather than a game. It is
also very experimental. About my seventh to eighth WIP, I started it in 1999
and finally finished it to enter the 2001 Annual Competition. Placing 15,
(although I broke down and entered, it will probably be the last time I do --
see notes below), it is my
IF Art portrait example.
But that may be very
misleading, because it is more performance art. It is a visual approach to a
puzzleless piece and thoroughly
explores interactivity by employing all sorts of "easy"
interactivity -- tactile, verbal, aural, visual, emotional, mental. (The fact
that it is quite interactive, but easily interactive, is a point that many
completely missed).
It uses three approaches to conversations: blatant hints about topics
with the ask/answer/tell model, traditional ask/answer/tell, and conversation
menus. Interestingly, the section that is more like traditional IF with a
traditional approach to conversation and problem solving (it has some actual
puzzles, although fairly easy ones) is the part most liked least. I have not
yet evaluated why that is. It is also episodic with little connection between
episodes (they don't build on one another very much). But how much
you
become
part
of the performance is really up to you...
I am
extremely proud
of it. It may be the best IF Art that I will ever do.
Players:
"Carma" uses Glulx. Notes on how to patch the Linux Glulxe
interpreter are in the
directory at the archive. It runs fine with both the Windows and Linux Glulxe
interpreters, but not with Mac Glulxe. I plan to release a Mac-compatible
version when the Glk libraries support cross-platform sound standards. I will
also be releasing a post-comp version (but still not Mac-compatible),
with slight "fixes" (it has few bugs)
Winter 2002/2003
(revised schedule). I am also now aiming for one update, Mac-compatible.
Thoughts on
Competitions
You may get the impression I don't like competitions. I don't. I find I don't
do my best "artistic work" under pressure, and I don't equate creativity with
competition. For me, the two are diametrically opposed. Despite that, I have
tried several times to "fit" the contest mode since it is so
prevalent in r*if. So I suspect one day I will enter the yearly competition
just to "gain my credentials" (see "Carma" above, I did).
Also, as a professional programmer, my standards for my own programming
are high. I tend to think things are bugs that other people might not even
notice. But since *I* notice they don't work exactly the way I want, they ARE
bugs. So arriving at a nice, finished, "debugged" game while working
under a time limit is not my forte. Creating a debugged database-type program
under a time limit, okay, but inspiration/creativity doesn't work that way. At
least, not for me.
Yes, I "run" the IF Art show, which may make you think I am
contradicting myself. But the only way I could see to get the concept of IF Art
across was to turn it into a contest. Make it fit, somehow, the mold of r*if.
However, only the top placers are awarded honors; none of the other entries are
ranked. That was the best compromise I could reach between the rampant
competitiveness of r*if and trying to promote the idea of IF Art. And my
experience hanging around r*if had shown me that "placing" was
necessary for a successful contest. A contest with no honors was not enough to
sustain interest. Sometimes one must make compromises to make a dent.
I guess I will add some thoughts on now having actually been through the Annual
Competition experience. I didn't enjoy it. At all. I found it anxiety-producing
and unpleasurable from beginning (having to push hard to finish
"Carma" in time), to end (having it compared to games). However, I
guess I earned my credentials. Sort of. If I had placed higher then I would
have felt I had earned them more. But I am going to let that carrot go (placing
higher next time), since I prefer to be non-competitive while being creative. I
also prefer to have "my audience" find me rather than
insisting/wanting that everyone like what I do. So I reserve my own
competitiveness for
playing
IF (and other games), not
creating
it.