Now that the IntroComp 2011 voting period has finished, I have some notes on all the entries. They’re not evaluative reviews with numerical scores, mind you, but general impressions. There will, however, be spoilers. But first I have some business.
Since high school I’ve been using the pseudonym Kazuki Mishima for a few things. Well, that’s going to stop now. My real name is Dominic Delabruere and I’m sticking to it.
That brings me to the second item on my agenda. I entered IntroComp 2011. That’s why I couldn’t publish my thoughts about the competition entries earlier.
I think it might be a little unorthodox for a competition author to write about other folks’ entries at all, but I think IntroComp authors enter largely for feedback, so I’m having a go anyway.
So here are my notes on the entries, in no particular order, starting with my own.
Stalling for Time
I have prepared a post-IntroComp version of this intro that fixes the most embarrassing bugs, and will publish this version as soon as I can. If ClubFloyd plays the IntroComp entries as they have in the past, I hope they’ll play this updated version. Not that it adds much to the story, as I went on hiatus during the competition.
I had big plans for this one. Still do. I have vague but grand plans to turn the story on its head. But the intro something of a train wreck, as I made two major mistakes with it:
- Entering IntroComp. I had only just started the project after releasing my previous game “Pale Blue Light” at the end of May, and didn’t give myself the time I needed to really get a solid introduction going. I know some authors write excellent games in only two hours, but I can barely cobble something together in two months. I spent a whole lot of that time just trying to work out the myriad implementation problems with the barely implemented car that appears in the game. At one point there was a bug — the cause of which is still uncertain — that resulted in the car driving away without the player if the player entered the car and typed GO EAST.
- Last-minute bug-fixes. I made some last-minute bug-fixes to my entry without running them by my testers, and the result was that I created more bugs — nasty, obvious, embarrassing ones. Complicating matters, my copy of the Inform 7 IDE has been crashing lately whenever I enter a few commands into the game. This makes testing a bit difficult.
My entry was very flawed and somewhat insubstantial, so any criticism I make of the others is meant only as friendly peer advice and not some sort of self-justifying comparison to my own work, I swear.
That said, my favorite review of the “Stalling for Time” intro is on Leandro Ribeiro’s blog Fourty Two Hooks.
Bender, by Katz (Colleen Boye)
When I first saw the title of this one, I thought of my second favorite Futurama character. However, the word Bender and the supernatural abilities of both this game’s player characters are apparently lifted more-or-less directly from the television series Avatar: The Last Airbender. But the game itself is set in modern-day Utah. The first interactive scene in the game features a Sokoban-like map with moveable walls, but the player still enters commands with the parser. The game than switches to a new player character driving alone through the desert when she stumbles upon the first player character. Some emergency medicine and plot exposition follow.
The plot so far may be brazenly derivative, and the implementation somewhat narrow, but I hope this one gets finished. I can imagine having fun with it, especially if that Sokoban style mechanism is improved and put to further use. But I suggest to the author she consider re-implementing the graphics using Erik Temple’s Glimmr extensions for Glulx Inform 7 games, instead of using this Z-code status-line hackery, which has a more variable appearance from interpreter to interpreter than Glulx graphics would.
Of Pots and Mushrooms, by Devi and Maya
This was the first ChoiceScript entry I played. I like that its title doesn’t begin with Choice of, like most most ChoiceScript titles seem to do. The authors include a link to a Fullmetal Alchemist-Bleach crossover story they posted on FanFiction.net, and the game reads like fan fiction, with that peculiar style of comedy puctuated by CAPS LOCK antics. Also, the opening sentence (“You’re a Chinese samurai imprisoned in Japan.”) is rather hard to swallow, even given the authors’ warning of “historical and geographical inaccuracies.” There are a number of typographical errors. I imagine the game was coded in a text editor with no built-in spelling correction mechanism.
The game forced a couple of character-building decisions on me at one point, outright asking me whether I was defined more by charisma or independence, and whether I valued my wits or my swordsmanship more. This broke my engagement with the story.
The protagonist’s name is either Amber Tombslayer, Ice Banedread, Cult Midnighthuner, or something the player types in. I played as Joe. I sometimes found that none of the options at a decision point was quite what I wanted. At one point, another character turns out to be some sort of young political activist opposing the policies of sakoku, but I was never very well convinced of the game’s setting, especially because this is supposed to be Japan during its period of national isolation, and yet the country is apparently teeming with foreigners. At least four of the characters mentioned are from other lands.
At the end of the game I had a sense that its story could go just about anywhere. There is a larger objective — to make enough money for boat fare to mainland Asia — but there’s very little foreshadowing about the sort of places the player character will visit on his journey.
Seasons, by Poster
This one’s got me a bit stumped. I’ve wandered all over the (considerably large) map and done all the actions that seem obvious to me, but I haven’t found the end to the entry. Maybe there just isn’t one yet, not even a temporary one. If that’s so, I don’t particularly mind, except inasmuch as I wasn’t at all sure I’d “finished” when I quit. But maybe I’m just a terrible player and missed the ending. Also, I encountered a library error that, once it appeared, recurred every time I walked to another location. Not that I didn’t quickly get used to it. One reviewer says that he encountered another bug that drastically altered the game’s map, opening up previously inaccessible locations, which seem to be unfinished. I was unable to replicate that bug, so I missed out on all the extra rooms. There are a couple of NPCs that don’t yet seem to have very large knowledge bases, but are open to conversation.
What really makes the IntroComp version of Seasons worth playing is its room descriptions. This game just oozes atmosphere; it’s set in a forest so richly described that I envisioned it all in dazzling color as I read. Also interesting are the dream fragments that are remembered and appear unexpectedly in various locations. Some of these are pretty darn spooky, and all of them capture the elusive qualities of dream experiences.
Don’t ask me why, but I have a feeling this one is going to turn into some sort of Christian allegory, though nothing in the game explicitly marks it as such.
I’m pretty hopeful that Seasons will be finished. Poster, who submitted this entry as MT, is a veteran author of interactive fiction and seems to have a pretty good idea where he’s going with this.
Choice of the Petal Throne, by Danielle Goudeau
This ChoiceScript entry has as its setting a fantasy world called Tékumel, created by one M.A.R. Barker and borrowed with his permission. Most of the choices seem subtly engineered to establish the player character’s personality and various characteristics, and the game introduction seems to end at about the point when the player has established the basics of his or her character. I found the range of options at most decision points impressive. Several decisions in, the game even uses the introduction of a past lover to slip in a rather inconspicuous choice of gender and sexual orientation, with the options boiling down to male or female and heterosexual or homosexual. This would be a rather limiting set of options for a social network profile, but I find it very open-ended for a multiple choice game. It seems you can also choose how ambitious or shy your character is, how easily he or she angers, how long he or she holds a grudge, and even his or her tastes in art. And all of this is very neatly integrated into the narrative; the decisions the player must make never feel contrived.
The writing is competent and polished overall, if a bit exposition-heavy. It feels very much bound to the fantasy genre, but it is pleasant enough to read that once I got past all the invented-language terms and imagined textiles I tend to find off-putting, I found myself caught up in the establishment of my character and the exploration of the elaborate and deep setting. What there is of the plot so far follows stock fantasy tropes, but the end of the introduction left me hopeful that some genuinely interesting developments are forthcoming.
Chunky Blues, by Scott Hammack and Jessamin Yu
In their “intro to the intro,” the authors say that “the reception to this will likely determine whether [they] actually finish the game.” Authors, please finish the game.
The protagonist is a private eye, and the game uses a mental association mechanism called chunking to form theories about the game’s mystery. I think I enjoyed using this mechanism a lot more than some of the reviewers did, especially because it gets around that age-old mystery game problem of the frustration caused when the player just can’t get the player character to make certain theoretical connections. A quirk in the chunking system kept me trapped in dank alley during my second and third playthroughs, but I’m nonetheless quite enthusiastic about the potential here.
A few times I tried to undo a turn, and thus crashed the game. I think this is a bug in my Gargoyle Glulx interpreter.
Unfortunately, I didn’t reach the ending of the intro in my first few playthroughs due to some quirks in the chunking system and my neglecting to explore a certain conversation topic with a certain hamburger joint owner. Sometimes the order in which I chunked things seemed to matter in ways I didn’t expect. For example, CHUNK ADDRESS AND NAME didn’t achieve anything, but CHUNK NAME AND ADDRESS did.
Apart from that little difficulty, though, I was so charmed by this game, and intrigued enough by the mystery at hand, that I really want more. I’m not really sure why, but I dug the quirky humor, the noir trappings, the mystery, and the chunking more than other folks seem to have done.
Exile, by Simon
Sorry, but I only played this one once, so this review is based on a single branch of the story. The setting for this one is a fantasy world, though, unlike the world of, say Choice of the Petal Throne, this one is light fantasy more likely inspired by the works of the late Diana Wynne Jones than by Tolkein’s Middle Earth.
Decision points in this ChoiceScript game often appear only to provide choices that don’t have clear significance or don’t seem significantly different. Sometimes there’s only one choice for a given decision point. Sometimes the protagonist makes a few choices without any input from the player at all. Once I made what I thought was a rational decision, and the game effectively ignored me, saying that I felt mysteriously pulled to do something else instead. So I didn’t really feel like I was an active agent in the storytelling process.
The writing is often overstated, but harmless.
A clear conflict and an obvious motive for the player character were established by the end. The main problem with the story is that the characters often seemed shallow and cartoonish, especially the main villain I encountered. Also, making the player character an amnesiac blank slate with little personality really didn’t help me find a reason to care about him. Still, I’d like to see how things play out.
Gargoyle, by Simon (again)
Another ChoiceScript entry by Simon. The setting here is light medieval fantasy. The protagonist is a gargoyle. I named my gargoyle Kenji.
The game began with a summary of Kenji’s childhood. The problem of meaningless choices that plagued Exile didn’t appear in Gargoyle. As in Choice of the Petal Throne, there was a summary of the protagonist’s childhood, with player decisions that shaped the development of the character. Interestingly, Gargoyle lets the player choose male, female, or “neither nor” as the gender of the protagonist, though sexual preference is never brought up. I wonder if choosing “neither nor” will cause his or her-type pronoun awkwardness later in the story. The setting and events are given only a very shallow description, and it seems that the whole game is meant to serve the battle and statistics mechanics that are established throughout. The personality of the player character doesn’t really seem to enter into it much. The narrative implies the alienation of a gargoyle that “[has] yet to meet another of [his or her] kind,” but tosses aside that plot point to focus on whether the protagonist will learn “life magic” or combat skills, etc.
At one decision point in this game what seemed to me the only reasonable course of action was disabled, and bore a note reading “NOT IMPLEMENTED YET.” At the next decision point, in which I was supposed to choose the Kenji’s side in battle, the game proceeded to coral him into aiding a violent invasion of his home castle, as the other option was similarly disabled. After this, I stopped caring about the Kenji, though I had named and raised him. I no longer understood his motivations. Not long afterward, the intro ended.
Parthenon, by Charles Wickersham
Most of this intro focuses on the player character wandering about various rooms that are meant to represent the interior of the Parthenon. The rooms are described according to an awkward mechanism whereby entering a room for the first time results only in a sentence or two from an unimplemented tour-guide, and subsequent iterations of the room description replace this with a somewhat more detailed inventory of mostly unimplemented features of the location and a list of available exits. The player character is followed about by a “significant other” named Cameron, who doesn’t seem very interested in conversation. An attempt to make the player character kiss Cameron results in a stock response: “Keep your mind on the game.” The intro ends with a long, not-at-all foreshadowed cutscene which drastically changes the apparent narrative direction. The concluding text is a cryptic, rhyming tagline about a door which is apparently supposed to serve as a clue to solving the rest of game.
Given that most of the intro seems to be irrelevant to the direction the story takes at the end, it’s hard to know just what to expect from this one.
Speculative Fiction, by Diane Christoforo and Thomas Mack
Like Chunky Blues, this one’s got a quirky sense of humor that tickled me the right way. It’s also got a very strong narrator character, and a peculiarly well-defined relationship between the narrator, who actually carries out the player’s commands, and the player character. The narrator is a character with an interesting set of physical characteristics and a strong personality. The comic mischief he (or she?) must carry out to solve the intro’s main puzzle is clever, funny stuff. At first I had some minor trouble figuring out where the exits were, but then I noticed the map distributed with the game. I do definitely look forward to more of this.
The Despondency Index, by Ed Blair
Oh, wow! Over already? This entry is about as short as mine. This looks to be a combination of the horror, mystery, and police procedural genres. Sounds like a good time. There’s some appropriately creepy atmosphere, some very long stretches of static text, and an opening sequence narrated in the third person, in which a hapless journalism student is murdered in the woods and there’s nothing you can do about it except type GO SOUTH in vain until it happens. Why south, you may well ask? Well, this is all happening “north of San Francisco,” so I figure it’s best to run toward civilization. Like the Parthenon intro, this one ends with a sudden and spectacular event that comes out of nowhere, though in this case it feels appropriately foreshadowed.
Please do continue, Mr. Blair. I’ll play this.
Choice of Zombies, by Heather Albano
This zombie survival ChoiceScript entry is infused with zany humor — take this passage, for example:
He rises from his crouch, teeth bared, leg in hand. Some of the zombie herd move towards him. (Herd? Is that the right word? Maybe a flock? A decomposition of zombies or an infestation perhaps? ANYWAY…)
And yet the prose generally displays a certain level of refinement as well:
In search of ideas, you switch on the radio. “. . . have upgraded the Zombie Watch to a Zombie Warning for the following counties,” the radio says, and then the announcer rattles off a long list. The announcer seems pretty rattled herself.
This is Jeremy Freese-grade stuff. Come to think of it, weren’t there lots of zombies in Violet? Chunking these facts together, I’ve formulated the Nom de Plume Theory. I’m onto you, “Heather Albano!” And yet the prose generally displays a certain level of refinement as well. It’d yet the prose generally displays a certain level of refinement as well.
The plot itself is stock Romero-style zombie stuff. The gameplay is a satisfying blend of anti-zombie combat tactics and character-building.
May I please have some more?
The Z-Machine Matter, by Zack Urlocker
The characters in this murder mystery are classic noir personalities, and the allusions to the history of interactive fiction and its community are completely over top. There’s a whole lot to investigate, and plenty of topics to discuss with each of the seven non-player characters. The author has gone out of his way to provide things to talk about. The only real problem with NPC interaction is that conversations sometimes come out sounding disjointed in tone and subject.
At one point in the first act, I had to get a femme fatale named Monica to leave the player character’s motel room. It took me quite a while to try the obvious — one kiss and she was gone! That made me smile.
The objective of the second act is announced thus:
There’s a quick flash of lightning and a slow, loud rumble of thunder and you realize you’ve got a deadline of midnight to gather evidence and testimony and report back to the police.
This seemed like a particularly arbitrary sort of timer, so I felt a good deal of trepidation at this point. But maybe this is some sort of oblique reference to the two-hour judging limit for IFComp games. And anyway, two hours means 240 turns in this game. I went about the mansion in which the bulk of the intro is set, digging up all sorts of interesting clues, and then someone died before I even noticed he existed, so I decided to start over. Then my operating system hit a kernel panic and I decided to call it a night. The next day I resorted to the walkthrough, which turns out to be actually a full transcript, and thus discovered some clues I’d missed at first. I also found out the point where I had quit earlier was just a turn or two away from the end of the intro!
The gameplay here is highly reminiscent of the Infocom era, with all sorts of timed events happening all over the map, a wealth of particularly important objects, and a clear mission to accomplish. Whilst playing I often had the feeling I was missing something important. Yet the game takes full advantage of Inform 7 and its extensions, incorporating a keyword interface and automatic spelling correction. And it’s all rather more polished than one might expect from a first-time author like Mr. Urlocker.
What’s here is rather more than an intro — Urlocker has called it an alpha release — yet purportedly it represents only about 28% of the planned game. Anyway, it’s already quite an achievement, and obviously a labor of love.
Well, that’s all the IntroComp entries. This sure was an eventful competition, with the most entries it’s ever had and unprecedented participation from the ChoiceScript community.
Tune in sometime soon for a brief analysis of multiple choice games systems.
P.S. Heather Albano, I realize you’re probably not Jeremy Freese in disguise. Probably.
Also, thanks to Jacqueline for hosting IntroComp.





