Judges' 2000 Reviews
Note: Judges reviews were optional.
Contents:
Sam Barlow's Reviews
- Long
(All)
Ian Finley's Reviews
(Cove, Galatea, Guitar)
Doe's (Marnie Parker's) Reviews
(All)
Mike Roberts' Reviews
- Long
(All)
About the Judges
Sam Barlow's Reviews
I'll start by explaining what I think the Art Show brief is—so you know what
I'm judging the games on. In one sentence: to take the conventions of IF and
using them to produce not a game, but a modeling* of the writer's imaginary
world. We should lose most of the puzzles, but have to rely on the strength of
the rendering and of the image itself to hold the piece together.
*
not necessarily a "realistic" or scientific modeling.
Also note that I'm probably quite harsh in a few of these reviews. I'm the type
of person who if they dislike a game doesn't look hard for good things and in
the same way, if I like a game I won't look hard for things that are wrong.
None of the authors should be discouraged, but it's only fair that we judge on
a level playing field, which means some games will fare worse than others.
I would also point out that I myself have written an IF Art entry that was
quite crap (which is why I never entered it). And so I'm all the more impressed
that the authors of
Cove
and
Galatea
managed to look beyond the dangerous
A
word and produce some works that answer a few of the questions that Doe's show
set out to ask.
Anyhow, on with the show:
(My reviews pretty much fell out of my head roughly in reverse order)
Visitor.
Visitor
forsakes any detailed description of the scenery or any attempt at
establishing
presence in the room
—the author tries to stick us straight into a conversation. No problem there.
My initial thoughts were that I would, undoubtedly, be expected to surprise
myself with just how interesting this old woman was. We would maybe have a
story recounted by the NPC—an idea I have often had but never figured out how
to implement—
However, there are a few problems. The conversation does not flow. It's hard to
follow any path through it, beyond working your way through the names of her
family and a few other key words. Then, there is little to talk about. Gladys
has little to say and what she does say is quite uninteresting (her most
responsive topic is her rheumatic joints). Any attempts to delve into her
family's problems are fruitless. And finally, there seems to be no goal or
progression. I never felt I was pursuing a conversation—just kept plugging away
to see if a topic would give an answer. I could never forget about the
interface and involve myself in the IF because I never become involved.
In the end, Gladys herself was quite uninteresting. Her default responses made
her seem distant and vague. The lack of flow in the conversation was irritating
and left me feeling that we hadn't bonded as much as the final score
implied—this was a very uncomfortable conversation full of pauses and stalled
questions.
I left
Visitor
without having learnt anything about me, about the old woman (save a family
tree), about the author, about anything that I felt I should have been learning.
So for me, this work remains a preparatory sketch. Perhaps in another
competition the work would have fared better, but this is a
competition
after all and everything that Visitor does badly is made to look easy by
Galatea
.
Guitar.
As someone who knows nothing about guitars I could examine and mess about with
a real guitar. With a virtual one, it seems, I am left to type in a list of
commands given to me by the author. With
Guitar of the Immortal bard
we have the Art Show version of
Time All Things Come To An End
—interaction destroyed by puzzle. But wasn't the guitar richly rendered? Not
to me—I don't know any of the "parts" of a guitar and so was limited
to referring only to the guitar itself. And then when I read the author's list
of parts there was no sense of it being rendered—the fact that I was typing a
walkthrough removed the dimension. Whereas in conventional IF it is easy to
enjoy a game whilst using a walkthrough—we can enjoy the plot and the details,
scenery, characters, etc. whilst missing out on the puzzle satisfaction—when a
game is just the details, using a walkthrough removes the interactive part of
the equation.
For the fiction part, I wasn't sure what the point was, why all the magic and
mystery. What was going on? What was the piece saying about music, nature,
magic, mythology, tradition, story telling...? Back to the interaction then.
Interaction does not happen without feedback. There was no feedback here. Just
a list of descriptions of a guitar and some strange things that happen when you
play the blues. No flow, no causality, no feeling whatsoever of presence in the
fictive world.
What I'm trying to say is that the interaction is very shallow. In a normal
game interaction can become quite deep—one thing leads to another, and we drill
down into the game's world—the longer the chain of interaction, the deeper the
world. Here we either "examine" a bit of the guitar or
"play" a guitar style. There is no way our interactions lead onto
each other. They are all disjoint. As are the outcomes of the actions. Whatever
order we do things in, we get the same responses—this doesn't feel clever, this
feels like a machine. We never get away from the fact that we are sitting in
front of a virtual machine exchanging input for output.
If we are losing the exploration of an IF world, losing the sense of
interaction that puzzles bring then we must bring something new to the table.
We should be interacting with the guitar, exploring it. Exploration and
interaction require depth. Nothing is gained between moves here—Nothing is done
that could not be accomplished by splicing together the different
descriptions*. As a closing note, I couldn't "strum" the guitar,
which seemed unfair seeing as how that's all I can do with a guitar in reality.
(there were some grammatical and punctuation issues but they were largely
ignored in light of the problems I had with this piece)
*
before you point out that the same is true of
Aisle
—that had meta-puzzles to play. There was progression in the reader's head.
Sparky & Boots.
Sparky and Boots
offers a minimal description of the world and events. Interaction with the
pets is linear and so feels scripted and false. These interactions are puzzles
and very much so—they are not motivated by a desire to explore and interact but
by the desire to progress and "finish" this game (in my case). The
animals had no personality--Look to the dog in
Losing Your Grip
for an example of how well animals can be implemented. There seemed to be very
little difference between the cat and the dog (maybe this is a problem with me
though, cf: my review of
Soft Food
).
I personally
really
dislike it when live things (people, animals) are described as bog standard
objects (You can see a carrot, a sword, Joe and Sue here or There are a rock, a
cat and a gold coin here, etc) rather than having a special Initial or
Describe quality (Joe is here, slumped against the wall. Sparky is sitting at
your feet, etc.) I also dislike random messages. Put these two together and
things look old fashioned. They drain the life out of the people/animals. And
who would ever describe the scene as "You can see two animals (Sparky and
boots)". Surely you would say "You can see Sparky and Boots". If
we know their names then we know that they are animals, right?
Custard.
Of course this is
Not What the Art Show is About
, but it's a neat kind of trick. Unless, of course, what I saw was my
interpreter packing in and this is just a boring game about a custard pie laced
with acid.
Art.
I evo evo
l l l
o e
v v
e o
l
Apollinaire. So it was nice to see some calligrams (also strangely
relevant; Apollinaire on his Calligrams: "…they are an idealization … of
typographical precision … at the dawn of new methods of reproduction, the
cinema, the gramophone…"). Not Art Show material though. Not IF. No
presence, movement...
Hardly interactive
. Didn't irritate or bore me though.
Statuette
This was an Interesting one.
Intriguing maybe
. However sometimes the world was minimally described and had missing
responses.
Mysterious even
. I wasn't sure about the end however—After finding the music I smashed the
animal because it was the only thing left to do, not because I wanted to get to
the heart/music (which I think was the point?) But certainly more along the
lines of the Art Show that some other entries—Definitely an artist's
vision/image rendered with the tools of traditional IF. And I was a little
scared that the animal would come alive whilst I was touching it.
Cove.
Now we're cooking.
A seascape, rendered nicely—a few missing details and a bit of repetition with
some of the animal activities, but very nicely crafted overall. Lots of actions
implemented. Canned responses removed. Feels real. A kind of
A Change in the Weather
without ridiculous puzzles and on a beach.
I felt that the inclusion of the plot was slightly muddled—there maybe needs to
be more rigor in terms of deciding what the piece is setting out to do. Though
there is definitely a shared emotional dimension to the PC and to the location
and atmosphere, so it doesn't
not
work. I think it's the intrusion of the character at the end of the story that
has me thinking there's a problem—the change from observing and remembering to
suddenly being in the
now
and having things
happen
.
Cove
felt like Infocom games felt when I first played them—"convincing"
is the word. When I play Infocom games now, (mostly) they feel sparse and
minimal but when I first played them they were rich, textured and dense. And
that's where
Cove
is heading.
Galatea.
Enigmatic. Seductive. Mesmerizing.
The thing that really interests me with traditional IF is the point where
things become
real
—when the combination of the engrossing text and the interaction make the
experience Lucid dream-like and where reality and fiction become meshed
slightly. Like the time I played
Anchorhead
and a flat mate asked if I wanted to go to the shops, but I said no because I
didn't want to go out whilst it was raining. It wasn't raining in the
real world
.
Galatea
works like that. I really couldn't have been much more against it when I
started playing—having an Art Show entry in an art gallery seemed like such a
cliché... and classical references;
not in the mood for them, thank you
.
But,
wow
—the conversation
flows
. Her personality seems alive—she reacts to me, or so it appears (the
appearance is all that matters here). There's tension between us—the
narrator—and her. It's one of the best of the recent trend to incorporate IF
conventions into the story/message/atmosphere of the text—the narrator's
disappointment when Galatea's responses run out and then her subsequent
observation that real people get bored when you repeat questions is superbly
done. There are lots of things to talk about and they lead into each other from
all different angles. Our PC has presence, and personality.
When I think of the sweat and tears (or maybe just sweat) put into their work
by the AIF crowd, it's funny (though perhaps inevitable) that Galatea manages
to be sexier, more interactive, more engrossing and more seductive an
interactive toy (and that's what she is, until she steps off the pedestal) than
any denizen of that field.
I shan't go on much more about
Galatea
, shan't attempt to focus on any of it's themes—the relationship between Art &
Observer, beauty real & synthetic, the sensuality of sculpture, the line
between entertainment & art—because ultimately the thing that I enjoyed about
Galatea
was the
experience
, the raw suspension-of-disbelief, tactile and tangible rendering of the
author's imaginings.
The PC might have quite fancied her, but I
loved
Galatea.
Ian Finley's Reviews
Ok, forgive me, I'm a horrible review writer. These are the first real reviews
I've written...ever, and I have no real format forgive me, I'm an actor, we
aren't that good on organization. While I examined the whole of the work, my
first criteria in judging was the completeness of the subject. If something
was mentioned I wanted to touch it, to examine it in detail. Indeed if
something could be inferred as having to exist I wanted to be able to look at
it. And, for the most part I was pleasantly surprised by the completeness of
the subjects. I've only written reviews for the games I voted for as best of
their categories because finals are starting, but I hope to write out short
reviews for all the pieces because they were all quite enjoyable, and
surprisingly original. Congratulations to all the authors and thank you for
giving me a LOVELY afternoon judging them.
The Cove:
What a joy! This and "Galatea" were both pieces that fully
explored the interactivity of the subject, in this case a location. Everything
mentioned could be examined or played with, but it wasn't merely pretty, this
was also a full game involving a very moving plot and some of the mostly subtly
drawn and compelling characters I've seen in ages. Shoe-in for a XYZZY
nomination for Best PC. The only problem is that some of the actions are
somewhat counter intuitive. Let me explain: You can fully explore the
environment without "solving" much of anything, but to get the whole
story requires you to do certain things that are occasionally a bit of a
stretch. To warn you: you do have inventory to begin with and if a memory is
mentioned, try to think or remember on the consecutive turn or the memory will
pass. These semi-puzzles made it more difficult to see all there was to see,
not because they were hard, but because they were subtle. However, in one
sense these puzzles can also be very rewarding. The first "puzzle"
of the game, which allows you to reach the beach from the cliff, I at first
didn't realize was a puzzle, so until turn 36 I thought that the opening cliff
was all there was to the game. But the moment when I went, "Aha!"
and realized the obvious action to get down the slope was tremendously
rewarding and one of my favorite moments of the competition. The game actually
had several of these moments, like the coming of the storm, that practically
had me putting exclamation marks after all of my commands. I would highly
suggest this game, for it really is a game, not just an experiment, to anyone
as a wonderful way to spend an afternoon. It fits in admirably with the line
of fine short IF pieces that have been released lately and was utterly
enjoyable. Ms. Fischer, promise us to write more!
Galatea:
Wow. Oh, wow. This sort of thing makes me become very jealous because
the piece is everything I would want to write, and I didn't. I don't want to
give much away in this review because the dozens of little moments of
realization, from the first instant of knowing the identify of the PC in this
portrait, to the twisting, post-modern ending, create a shocking and beautiful
piece. And can we say complete? The NPC practically passes the Turing test,
her moods change based on what you've said and done, she has multiple responses
to anything you can think of and, she is aware of her limitations. Often times
she will chide you for trying to test just how real she can be. This is the
sort of paradoxical awareness of the illusion that makes me giggle like a
school girl. And, like The Cove, this is a game as well as an experiment
because progress can be made, in a very subtle, almost imperceptible way, but
the progress is, to quote my notes "SO damn rewarding!" The pregnant
pauses, the poetry, the punsoh, just download this game and play it. It's the
most fulfilling short piece I've played to date and has left a definite
impression on the way I approach IF. Mr. Cadre, Mr. Plotkin, meet Ms. Short.
Watch her.
Oh, and coincidence of the month: my brother turned on the TV while I was
playing this piece and "My Fair Lady" was on the television. Eerie.
The Guitar of the Immortal Bard:
A beautiful still life, the focus was clearly on the guitar itself, the
surrounding area forming a lovely frame. Every part of the guitar was
described, simply and beautifully, the only shortcoming was the verbs allowed.
You couldn't, for example, "strum" the guitar. However, you can
"play" different styles of music, (another somewhat counter intuitive
action, I had to check the hints to understand the necessary syntax, but then,
I'm dim) each resulting in an evocative description. As a musician, I was
particularly affected by this choice and found the piece, while small, an
utterly lovely gem of an experience. Play it if you get a chance, it only
takes a few moments to explore (the still life category creates, of necessity,
smaller pieces than the others), you'll be pleased.
Doe's (Marnie Parker's) Reviews
Spoiler warning...
I mean it, spoilers...
Note:
I was not a judge in the IF Art Show. This may seem a bit strange since
the concept/contest is one I started, but I took myself out
of the judging so I could answer questions up to the last minute and to be sure
to keep the judging totally impartial. If I had voted...
(reviews altered slightly from first publication)
Best of Show / Best of Portrait
Galatea
by Emily Short
Outstanding. A little less completely implemented than Cove, so for me Best of
Show was a toss up, but this is an unusually interesting dialogue with an NPC.
Galatea is the statue brought to life by Pygmalion, and she sits in a gallery,
eerily alive, interviewable by the protagonist, an art reviewer. What an
interesting concept! The natural stilted of NPCs, limited by our IF languages,
is also used in service of the piece. Although alive, Galatea is a statue and a
bit "wooden". This deliberate employment of NPC woodenness was
extremely clever.
But Galatea doesn't remain wooden, because her conversation is artfully
constructed. She will respond to an amazing number of topics and the piece can
end in more than one way. The player is cued about what to ask next by previous
responses; the cuing is very well done. I especially liked being able to ask
Galatea about: life, death, breathing, and food. "Hey, what's it like to
be a
statue?" You can also lead the conversation in several different
directions, but
this is where I found the piece slightly less effective. One time Galatea
paused and
said nothing further, another time when she paused she did say something more
on the next turn, so I suspect that unfollowed up on pause was a
"bug". Also I
didn't find out I could tell Galatea about me, my childhood, until I asked her
about the artist's childhood -- the disambiguation process is what tipped me
off. Also when I started to take the conversation in one direction then switched
mid-stream to different direction, I wasn't sure it always "worked."
Although
Galatea usually responded differently based on previous questions asked,
sometimes she seemed inconsistent, but, actually, only sometimes. Overall,
the conversation programming was outstanding. One really nice touch
was that ask and tell were abbreviated to make a more involved conversation
easier on the player. So I felt this only needed a bit more
"polishing" to be flawless.
Although the conversation technique is impressive, the subtext is even more
fascinating. I discovered when I started telling Galatea about "me"
that she
was a great listener. As I treated her less like an object on display to be
examined (she was also nicely touchable, etc.) and shared more with her, she
shared more with me -- beautiful but slightly repugnant woman on pedestal
transformed to real, warm woman. Galatea is the best NPC conversations
I have seen. But as a feminist, the implicit message of, "Don't treat
a woman like an object," is, naturally, what made this piece for me.
Best of Show / Best of Landscapes
Cove
by Kathleen M. Fischer
This is as much like walking along a beach as an all-text Interactive Fiction
piece could be. All the scenery is very well-described and reminds me of beaches I have walked. It is also the most completely fleshed out and developed piece
in the show, almost flawless, and I admire good crafting. I was impressed with
how everything mentioned was an object I could examine further, either by:
looking, touching, and/or smelling. Sea anemones, algae, on and on. And
one object I thought I wouldn't be able to pick up, a starfish in the tidal
pool, I could. I could even drop it, as it turns out, in an interesting and
believable way. Also, the flying sea gulls, ornery sea lion, and fishing sea
otter, added a great deal of verisimilitude, portraying the liveliness of
nature.
As Galatea buries a subtext in conversation, Cove buries a plot in a walk.
Although this is not an NPC entry, there
is
a character in this period piece,
the female protagonist. An romantic old-fashioned woman, as her
turn-of-the-century
clothes attest. Using her to "frame" the experience of exploring the
beach also
gives the player a story to explore, a very effective technique.
Walking along a beach can be a time for reflection. Our protagonist uses it to
reflect on a past love. But what starts as an-idle-along, take-your-time,
meandering beach walk and trip down memory lane soon becomes more frantic
with the onslaught of pounding, slashing rain and... pounding, painful memories.
The juxtaposition of the two emphasizes both, and gives this piece its
poignancy.
This piece also can end in more than one way. Unfortunately, that is where I
encountered some problems. They weren't problems of bugginess or guess the verb,
but problems of pacing. I had no problem discovering the "special
verb", but I thought maybe it shouldn't be tied to specific locations,
more to events.
However, my main problem is I got stuck in the tunnel because the memory that
would have clued me in on what to do seemed to occur later. In other words,
I needed to be tipped off sooner. I also needed more of a hint about the exit.
---------
One additional comment that may seem a bit strange, but I'll make it anyway.
For me it was very much a toss up between Galatea and Cove for Best of Show.
However, all the judges were male, and for most of them Galatea was the clear
choice. I had to stop and think about that, because it surprised me. Then I
finally realized that, for once, I had really enjoyed playing a
FEMALE
.
Especially one I
knew
was written by a female (there may be more female
protagonists written by females out there, I just haven't played them
yet). A protagonist that actually "felt" female to me. My feeling of
direct
participation in exploring the Cove was contrasted to my more remote
appreciation of playing a male that was obviously attracted to an impressive
Galatea. When I
stopped to analyze it,
I found my gender reaction very, very interesting, so I thought it worth
mentioning.
All I can say is I am glad I didn't have to choose between Ms. Short and Ms.
Fischer. Well, that's
not
all, I hope they both write a
LOT
more IF.
Best of Still Life
-
The Guitar of the Immortal Bard
by Jason Burns
This is less involved than Galatea or Cove, almost by necessity, because a
still life
is naturally less complicated than a landscape or portrait, but it is still
outstanding in its own right. The player finds a "magical" guitar
that will
play different kinds of music. No music lessons are required. The help screens
are used very effectively in this piece to let the player know the parts of a
guitar (each is examinable), and what kind of music can be played. Each type of
music has a description that literally, and sometimes magically, soars. While I
am not very musical, I am auditory (re: Iffy Theory ;-)), so I swear
could almost "hear" each song/ballad/riff.
The only problem I found was sometimes not having a blank line before the prompt
and between paragraphs, (highly visual I notice things like that, probably too
much), but that is only a quibble. It could also have been a bit more
interactive, although I have no recommendations how that could have been
achieved. I am
not sure how those
unfamiliar with a guitar could
have been lead to examine its parts without help. But the music
descriptions were excellent and definitely made me want to "play
more". Maybe someone with a better musical ear than I would
disagree, but I felt this really captured the essence of various types of music.
In an all-text medium that is quite a feat.
Honorable Mention for Unusual Exploration of Interactivity
-
Untitled
by Gunther Schmidl
Gunther is different. Gunther does different things. This is different. A fun,
highly visual, somewhat interactive, intuitive word play. Poetry, word
pictures, and
combination thereof. Play it, I can't describe it.
But I am seriously thinking of adding a Gunther category to the next IF Art
Show.
Except I'll
call it something else, so people not named Gunther may also enter that
category. (Note: I did not consider these word pictures to be actual ASCII
art, although they bordered on it.)
The Visitor
by Peter Polkinghorne
This is a gentle, low-key piece about befriending an elderly person who lives
in a nursing home. Not a bad implementation of an NPC conversation. Although
the artist probably thought he couldn't have separate takeable objects in a NPC
piece (he could have), I would have preferred that Gladys' family photos could
have been showable to Gladys one by one. Or personal things from her cupboard.
As it was, it took me a while to hit on the one thing that would get Gladys
talking (looking through the window). Then it was fairly easy to keep her
talking, as new topics were well cued by
her previous responses. Also, Gladys responded with additional information to
the same topic on subsequent queries. Well done. This piece can also end in more
than one way.
However, I felt it needed a bit more fleshing out to be able to fully stand on
its own. Maybe more of a dialogue/relationship between the protagonist and
subject, although sometimes old people do tend to ramble on. Maybe takeable
objects to show to Gladys, or more of a "story" in what she said. It
could have
been more fully developed in several ways. But Gladys still had a quiet charm.
Sparky and Boots
by James Bernsen
The author
demonstrated he can write, program, and debug. I found no serious flaws,
although I couldn't get Sparky and Boots to move to the living room.
This may have been a bug, or it may have been because I didn't do things in
exactly the right order. Because this piece suffered from having too many
sequential puzzles. Yes, the ban on puzzles was lifted, but the rules also state
"encourage the player to explore". Exploration is the key word. So
while this was an adequate
implementation of NPCs, it was not something I would consider especially
"iffy
arty".
To explain how I think it could have been IF Art will be difficult. But I'll
try.
Sequential puzzles stop the player again and again, stopping exploration.
I didn't get very far each time. Without the help screens I wouldn't have been
able to explore. So in this piece, the help screens ended up dominating,
and by that very fact, subtracting from my experience. I would
have found it more "iffy arty", if what was in the help screens had
been put
into the piece instead
. In other words, Sparky and Boots themselves gave me very little
indication about what to do next. More and varied
behavior (even if slightly unrealistic), might have clued me in. Also, it could
have
been made more challenging or experiential, if it had
been written with
no
puzzles at all. I suggest the author try it some time. I have and have
discovered
writing "puzzleless IF" makes me rethink what a puzzle
is
. But, IF Art considerations aside, I can easily see Sparky and Boots fitting
into a larger game.
Custard
by Evin Robertson
When Evin emailed me his entry he said he hoped it was sufficiently weird. I
probably should let that comment stand. But I'll say a little more --
after a specific event took place I couldn't see well enough to
find out if there was any more to do. However, that may have been the point, I
simply couldn't decide. So, yes, it was sufficiently weird.
The Statuette
by Ian Ball
Unfortunately, I felt this was seriously flawed. It had misspellings, poor
spacing (before the prompt), and the strange appearance of question marks where
apostrophes should be -- but those weren't the flaw. There is an interesting
concept submerged in this statue, but it took me awhile to bring it to the
surface and even then I wasn't sure I fished it all out. I would have liked
more things to be examinable (surface, substance), and more verbs to be
implemented (penetrate pool, put hand in pool, enter pool, drink
pool), so I could have been more positive I had seen all of the concept. Also,
although the poetry was good, I couldn't really connect it that much with the
subject of the statue. So the flaw was -- although the statue was interesting to
explore, to me the concept was "muddy"or not fully realized -- or not
clear enough for
me
to "get it". (Reading Sam Barlow's reviews, I
know now
I didn't see it all, but I also have no idea what I could have done to see
more.) Therefore,
my main reaction to this piece
was that it had potential, but needed a lot more polishing.
It is hard for me to give negative feedback, especially within the
framework of
the IF Art Show, because I am the hostess and certainly don't want to discourage
entries. So I hope all the artists take any negative comments I made in
context, as
me honestly trying to say what I thought worked and what I thought didn't. I was
very happy to receive and play all the entries and am delighted that the IF Art
Show is a place where people can not only experiment, but also get their
"feet
wet" iffy-wise. Thanks to all the entrants for entering! Thanks to all the
judges for judging!
Doe :-)
Mike Roberts' Reviews
Index to the Reviews
Untitled by gunther schmidl
The Cove by Kathleen M. Fischer
Custard by Evin Roberston
Galatea by Emily Short
Guitar of the Immortal Bard by Jason Burns
Sparky and Boots by James Bernsen
The Statuette by Ian Ball
The Visitor by Peter Polkinghorne
Untitled
by gunther schmidl
The best term I can think of to describe this piece is "word
paintings," not in the sense of descriptions that create visual
images in the mind of the reader but rather more literally:
Art
draws pictures out of letters.
Superficially, the pictures are just ASCII
graphics
*
, but there's
another layer in the way the letters used to draw the pictures also
form words that in most cases refer back to the pictures they draw. There
are no puzzles here in the usual sense - user interaction is limited
to selecting one of the drawings by pressing a numbered key - but the
pictures take a little thinking to interpret, in a way
reminiscent of those word games that encode obscure messages in
arrangements of letters, such as
0
-----
MBA
BA
PhD
MS
MD
The piece also seems to have some underlying theme, although I
wasn't able to discern it beyond vague generalities. World Wars I and
II are referenced pretty directly in one place, a few of the other
screens are war references of one kind or another, there's a Pink
Floyd reference that could conceivably point very indirectly to war;
but it's hard to find the connections in other screens. Perhaps
there's a larger meta-puzzle of piecing together an overarching
meaning from the smaller puzzles.
This piece is worth a look for the experience of noticing
that there's more to it than first meets the eye. How much more
is something we are left to ponder.
*For those who weren't using computers
back before today's modern internet age, "ASCII graphics" are
pictures drawn out of text characters. In the days of text-only
terminals, it wasn't possible to show JPEG's or other graphics on
most computers, so some people made drawings out of letters and
numbers. This was obviously very low-resolution, and usually monochrome,
but it was the only way to show graphics on a lot of systems. ASCII
graphics even showed up in interactive fiction once in a while, although
it always seemed out-of-character to me.
The Cove
by Kathleen M. Fischer
This piece describes itself as "an interactive seascape," but
that's a bit of a ruse; the setting's true purpose is to serve as a
medium for telling the player character's story.
That's not to say that the setting isn't well-developed -
the map is small, but the locations are deeply described, with every
description leading to several others at successively greater
magnifications.
The detailed setting, though, serves as more than just a picture
to look at. Everything we look at is seen through the player
character's eyes, and what the player character sees reveals the
character's story. We have a sense of discovery as we gradually
assemble the character's story from the jigsaw puzzle pieces. It is
an effective device; rather than just dumping back-story on us in the
introduction or after some important scene, the work reveals the PC's
personality, history, and current situation incrementally. This is
not an unprecedented device, but it is executed well here, and is
especially interesting to see isolated like this, with the story
revealed principally through exploration of the setting, rather than
through events and actions.
This work does thoroughly constrain the player's actions, forcing us
to move along a narrow course; this creates a plot of sorts, since
we must see things in a particular order. This aspect makes the
work quite linear (in the interactive fiction sense), which is a
counterpoint to the non-linearity (in the traditional static fiction
sense) of the way the character's story is revealed.
One minor complaint I might make is that the work is less than
forthcoming about one unusual verb that must be used several times to
get the story's full effect. I'm not even sure how I hit upon it,
because it's not one of the "standard" verbs and not one I usually
think to try. It has become common for authors to disclose any
unusual verbs or other user interface quirks they employ in a brief
set of instructions before the introduction or in response to a
"help" command, which is part of a larger (and, in my opinion, good)
trend away from the once-prevailing attitude that figuring out the
user interface is part of the fun; given that this work's focus isn't
puzzles, I doubt it would spoil anyone's enjoyment for the game to
disclose the verb at the outset. (Nonetheless, I won't actually reveal
what the verb is here, except to say that I've used it somewhere in
this paragraph.)
Custard
by Evin Robertson
This work was entered in the "Portrait/NPC" category of the show,
but its only non-player character is a cardboard cut-out - I don't
mean to say the player is two-dimensional, or flat, or not
well-developed, I mean that the NPC is literally a piece of cardboard.
Which is well in keeping with the rest of this work, where nothing
is as it leads you to expect. The game's introductory
screen asks for your name, which it promptly throws away and replaces
with one of its own choosing. Most of the game must be played in
an especially irritating display mode in which all of the blank space
on the screen is filled with scrolling garbage text. And the "custard"
of the title is the gateway to a psychedelic trip.
I'm not sure it's "art," but it's kind of amusing.
Galatea
by Emily Short
This work presents an amazing counter-example to the opinion I
have formed that the traditional "ask/tell" conversation system
never creates the illusion of personal involvement in a conversation.
Galatea
proves that it's possible after all.
This work consists almost solely of conversation with the non-player
character of the title. The story that unfolds during the conversation
is intriguing, and the world in which the story is set is richly
imagined and detailed; the story world has many surprises, so I won't
say much about it here except that it reminds me a little of some
of Gene Wolfe's extreme-future science fiction.
This is the first time I've seen an "ask/tell" system
*
produce such a convincing illusion of
actual conversation. In ask/tell games, I almost never feel any
sense of involvement in conversations; I feel as though I'm a
tourist in a country where I don't speak the language, and my
ability to communicate is limited to pointing at things. The
effect for me is very distancing; I don't feel as though I'm really
interacting with the characters at all.
This distancing effect is usually
compounded by the statelessness of most ask/tell conversations.
The non-player characters are busily going about their business
(which might be just sitting there blocking the entrance to the
treasure room), and if we ask them a question (or, rather, point at
something and shrug), we merely attract their attention long enough
to elicit a response; the character immediately returns to its
scripted activities. The scripted activities are frequently
so incompatible with conversation that one almost has the sense
that there are two characters in the room - one going around
vacuuming the floor or blocking the door or whatever, and another
one who pops into existence long enough to respond to a point-and-shrug,
then immediately vanishes again.
Real
conversations are full of state and context. If I
ask you a question, you might answer it, but you might also then
ask me why I wanted to know, or you might ask me how I learned
about some part of what I was asking, or what I thought of your
response. Ask/tell conversations don't normally have any sort of
this give-and-take.
The conversation in
Galatea
does several things that go a
long way toward creating the illusion of real conversation, using
only a traditional ask/tell system. I'm impressed to see that it
actually can be done.
Perhaps the most obvious thing that this work does to produce a
good conversation is also the most difficult: the character simply
responds to lots and lots of topics. The limited horizons of the
setting probably help some here, but the range of topics is quite
large anyway because many elements of the conversation suggest new
topics.
This work also uses a simple but effective technique that dispels
a lot of my mute-foreigner feelings: when the player types an "ask"
or "tell" command, the work doesn't merely show the character's
response, but first shows the question that the player character is
asking, in the player character's words. While we as the player
can't introduce nuances into our questions, since we're limited to
the simple "ask" syntax, the player
character
can and does, by
asking actual questions in conversational language. This technique
can only work in a game with a well-defined player character, and in
fact the player character's questions prove to be an amazingly
powerful mechanism for defining his character, and they even help tell the
overall story. Some players are sure to object to the idea of having
words put in their mouths, but I find the effect to be very involving.
There also seems to be some internal context to the discussion, as
though the character is actually paying attention to us and knows
she's conversing with us. This conversation does not feel as
stateful as a real conversation, but it's certainly not as stateless
as a typical ask/tell interaction. I would like to see this area
explored more fully, because I can see the beginnings of it in this
work, but I think there's even more potential. I certainly don't
mean to encourage authors to add more puzzles of the kind where you
have to ask the troll about the treasure nine times in a row to
make him finally relent - that's not the kind of statefulness I'm talking
about. I'm talking about the way natural conversations have a sort
of shared agreement on what the topic is at any given time; the topic
shifts and changes as the conversation evolves, but each party usually
has some idea of where the conversation is and where it's going, and
whose turn it is to speak and what sort of thing they're expected
to say.
I've mostly talked about the conversation mechanics, but I don't
want to leave the impression that
Galatea
is merely a
technical achievement. This is a wonderful piece of interactive
fiction with great writing and a fascinating story.
*The "ask/tell" system is one of
the conventional forms of non-player character interaction that we
find in many works of interactive fiction. Computers are as yet not
able to mimic actual natural language conversation well enough to
fool even the most credulous users, so IF authors have had to find
other ways to allow players to interact with characters. Ask/tell is
one of these approaches. In an ask/tell system, the player converses
by using commands of the form "ask
character
about
topic
"
and "tell
character
about
topic
."
Guitar of the Immortal Bard
by Jason Burns
This is a simple but competent still-life piece. The work is
centered on an exquisite guitar we find in a forest. We can examine
the guitar, including all of the parts one would expect to find on
a guitar, and we can play different kinds of music with the guitar.
This work didn't feel very interactive to me, even though we can
do the usual things with the guitar - examine it in detail, tune it,
play music on it. I think the reason is that the work relies on a
"help" command to list the different things to look at and the
types of music to play.
I don't mean to suggest that simply removing the help command
would help matters. This work with the help command is hugely
preferable to the same work without it; removing the help message
would transform this into a "guess-the-genre" puzzle, which would be
no different than a guess-the-verb puzzle.
I suppose, though, that the game might feel more interactive if
the information we need to explore the possible genres and parts of
the guitar were given to us within the context of the setting, rather
than as an add-on to the user interface. "Help" is clearly a
system
command - when using it we are acting in the persona
of the player, not of the player character.
I can think of a couple of ways of moving the "help" information
more into the story context. For the guitar parts, the usual technique
of having inspection of the guitar lead to the guitar's main parts,
and inspection of a part lead to its sub-parts, seems like it would
work. For the music genres, perhaps the forest setting could be
divided into more locations, each of which suggests a particular genre
to the player character. (I'm not suggesting that the player would have
to figure out, as a puzzle, what genre a location suggests, but simply
that each location might suggest something to the player
character
,
and that this information would be relayed to the player via the
location's description. This might even offer a chance to flesh out
the player character, since the associations that the character makes
between setting and music might reveal memories or personality traits.)
Sparky and Boots
by James Bernsen
This is a character simulation, where the characters are a puppy
and a kitten. We can interact with the animals by playing with them,
feeding them, and petting them. The simulation doesn't go very
deep, but there's enough to explore for a little while.
As a game, this simulation would need a little work to remove some
odd bits of feedback that make the behavior of the animals a little
confusing. For example, once we do something to get the puppy
interested in a toy, the puppy "watches you intently," but if you try
giving the puppy the toy, he "could care less" about it. Also, we
must repeat some actions to get the desired effect, but there's no
feedback to tell us that the repetition is intensifying anything, or
that anything needs intensifying in the first place. Fortunately,
the work has on-line hints, so these rough spots in the puzzle-like
parts don't get in the way for long; but it would be better if the
hints were unnecessary.
I was little disappointed that the puppy's behavior is essentially
identical to the kitten's, the only differences being which objects
they're interested in. The two also have no interaction with one
another.
The Statuette
by Ian Ball
This is a small and unusual work involving a "virtual statuette."
We can look at the sculpture and its parts, and we can use other senses
as well.
The "virtual" aspect seems to be that the statuette changes in
subtle ways as we observe it. Why or how it changes is not made
clear; the work doesn't even draw attention to the changes, but
lets us notice on our own.
This piece has a few interesting tricks, but I really don't know
what it all means.
The Visitor
by Peter Polkinghorne
This piece is a fairly standard NPC conversation, where the
non-player character is an elderly woman whom we're visiting. I'm not
sure what the relationship between the player character and the NPC
is meant to be, but we can ask questions about her family and her
past.
The conversation is implemented competently, with a good range
of topics to ask about. Most of the topics have several different
replies that we can elicit by asking repeatedly; there's no direct
indication that asking again would give us more information, but we
can easily tell that we've reached the last reply when the reply starts
repeating.
The elderly woman's life story doesn't hold a lot of surprises,
but the character is fairly well drawn and the responses stay
consistently in character.
About the Judges
Other judges' profiles to be filled in...
Mike Roberts - Created
TADS (Text Adventure Development System)
, an IF programming language and compiler. He is currently taking it through
several exciting additions: HtMLTads and TADS Workbench, an integrated
graphical system. We can thank, first AGT, next TADS, and later, Inform, for
keeping IF alive and kicking today. Mike also wrote the games: "Ditch Day
Drifter", "Perdition's Flames" and "The Plant", which
placed third in the 1998 Annual IF Competition.
Lucian P. Smith (lpsmith)
- Author of "Edifice", which placed first in the 1997 Annual
IF Competition, has coordinated the
IF Comp Beta Testers
for the last two years. While his innovative
IF Bookclub
is already on its second selection. Emulating a book reading group, one IF
game is played/discussed monthly or every two months. Lucian also posts
Inform programming tips
.
Back to East Wing