Judges' 2004 Reviews



Note:  Judges reviews were optional. (Some may contain "spoilers.")



Contents:

J.D. Berry's Reviews
Jon Ingold's Reviews
Mike Roberts' Reviews
Emily Short's Reviews
Adam Thornton's Reviews
Chrysoula Tzavelas' Reviews
Doe's (Marnie Parker's) Reviews

About the Judges



J.D. Berry's Reviews

"I had fun." I think that's what people will say after they've played this years' entries. The reviews, then.

Landscape Category Comments
       Swanglass
       The Fire Tower
       Last Ride of the Night
Event Category Comments
       The Battle of Walcot Keep
Still Life Category Comments
       Flametop
Portrait Category Comments



Landscape Category

The Landscape gives the author the proverbial 'enough rope.' "Another location? Sure. Another? Here you go. How many is that, now? 20? Great. Ok, fill them all with the depth of a still life, the pace of an event and the feeling of a portrait."



Swanglass

Swanglass proves wise to the rope trap. It focuses on one location and northeast be damned. I feel an "Ogres", the 2003 Art Show entry, presence in this one, along with a dash of "Metamorphoses", the 2000 IF Comp entry. Swanglass is curiously and elegantly written with perhaps just a little too much distance and opacity. The main difference in why I loved Metamorphoses, really liked Ogres, and merely liked Swanglass is mostly in the depth of the landscape and overall feelings they each invoke. And the depth in each of these cases is largely a product of time invested, as the writing talent level seems comparable.

As with those two other games, the actual content of Swanglass is both difficult and risky to explain.

Reviewing is difficult in the "doing it justice" sense-"um, there's this swanglass and you look through it and stuff. And you can't go anywhere." Gosh, that sounds fun, doesn't it? But it actually is enjoyable in the Metamorphoses/Ogres evocative sense.

Reviewing is risky in the "no, that's not what I meant at all, you idiot" sense. But I'm a risk-taker: "The swanglass represents the beautiful but fragile nature of love, and that you can see anything you want in it if you look from a certain angle."

While I gather Swanglass wasn't meant to be anything too in-depth, I'm always envious of how gifted authors can "whip out" quality in a relatively short period of time.

Overall, I felt like I would while looking at an actual piece of sculpted glass. "Hey, that's pretty. Looking through it is neat. Hmmm, OK, what else is in the shop?"



The Fire Tower

Fire Tower takes the rope, guides it on a spinning wheel, and produces gold. Unlike Rumplestiltskin, no magic was used. It just seems that way. Fire Tower is what happens when love and skill come together. Love for the environment represented and the medium in which it's presented. Skill in knowing the environment and conveying that in writing. Fire Tower's setting is the most authentically represented that I've seen in a work of IF. Authenticity permeates this work on all levels. I like how this has the "Cove" (The 2000 IF Art Show entry) touch-the eye for bringing the little things in perspective while harmonizing with the big. You see the panorama while being in the diorama. Also like "Cove", it evokes emotion and breathes life into its surroundings. Fire Tower guides you without forcing you. I was about to write, "it is this aspect of Fire Tower that makes the piece work" (and, in fact, I did), but I realized this is only one of its many fine points. The balance between the necessity of getting back to the parking lot before dark and the desire to stop and smell the flowers is maintained throughout. I think the slight time pressure (in the immediate sense, and yet also in our human lives (there will be no further unintended extrapolations for the remainder of this review)) added more meaning to my actions.

I love the many wonderful responses to sense commands.

Play this. Experience it.

*Minor Spoiler*



One minor negative.

I like the bear. I love the timing of the bear's appearance. But I think the bear's impact was greatly diminished by its non-interactivity. It's a cut scene.

There's tension in a command prompt. There's time to contemplate the peril. Will what I do next save me from a mauling?

Since I'm an experienced hiker (in the game, that is), I would know what to do when a bear approached. Maybe a private musing early in the game about bears would be a non-intrusive way of imparting this knowledge to me the actually inexperienced hiker player?

But, hey, I'm not the idea man.

*End spoiler*



At the end of the hike, I felt as refreshed as the PC did. Fire Tower is that effective.

Fire Tower earned my vote for Best of Show.



Last Ride of the Night

Last Ride of the Night creates a golden rope but sells it for copper. When I read the premise for the game, thoughts of "Sunset over Savannah" danced in my head. Self-reflection with the gradual flood of emotions triggered by poignant moments. Maybe some incisive dialog from world-weary passengers. Fragmented sentences. Shards of truth. Clickety-clack mantras. Pregnant pauses. . Alas, none of that happened, but this work shows sincere effort.

A train ride is a wise design decision to force contemplation. I'm not expecting to climb mountain, search chair, or attack conductor. I'm expecting something to get me to thinking. Unfortunately, nothing does.

I probably wouldn't have numbered the cars as a location indicator. Car 1078, where are you??? True, true, passenger cars *are* quite similar. True, true, I don't expect to have paid coach and be on the good end of a pedicure in the Eisenhower Suite. But I need something here.

Hey, you're the idea person. Think of an idea. The first will be cliché, boring and sink into the swamp. The second won't fit the setting or the tone and sink into the swamp. The third won't be implement-able, will burn down and then sink into the swamp. But the fourth. it works, and that's the one you're gonna use, lad (there will be no further Python references for the remainder of this review.)

The writing is decent. The coding, equally so. I want to encourage this author to write more (and play more.) We all have our first work. (Well, really, only some of us do. Many just know how they'd do things better.)

By now the author realizes what a pain NPCs are. Ruins, abandoned lab, ruins, abandoned lab, rinse, lather, repeat. Coincidence that these settings populate much of the IF world? I think not. Why? No NPCs.

The author overreached on this one. He started with a landscape and should have stuck with it. Focused on it, I believe the IF Art Show rules might say. Win next year.



Event Category

The Event pushes the author onto a tightrope and laughs. "Watch out, you're tipping too far to the non-interactive side. Uh oh, mate, now you're falling into another plot thread. Left, whoa, right, whoa, left. Don't forget to smile." [One of the three other ongoing acts suddenly grabs the player's attention, and nobody sees the author leap-somersault the lion to the far platform.]



The Battle of Walcot Keep

The Battle of Walcot Keep falls off that tightrope, but catches its foot as it falls and swings back up again. It's not interactive. Oh, but it is. Of sorts. And then depending on the ending you reach, it might fall again.

I thought of the other judges while playing this. Did they too ride the roller coaster of opinion during their sessions? Did they get to the end of the ride? Because, overall, I liked this.

At first I didn't like what I thought was an unoriginal start. Then I thought, hey, this could work. Then I didn't get a sense of where I was in relationship to the action (even though the map was nicely illustrated.) Then I thought, hey, this is flowing nicely. Then I became overloaded by all the combatants listed.

A fat acne-faced hunchbacked royalist project manager attempt to corner the programmer but misses.

A tall white rebel judge scales the wall of readability.

"Holy cow," says the judge, "How long can I endure? Brain, Mentally skip to the end and hope to pick up from there."

An annoyed overworked author fires a shot of "it's deliberate" but misses.

A tall white rebel judge attempts to stay the course, liking it more as he plays.

The paragraph above (lovingly) parodies Walcot's style. It's difficult, nay, painful, at first. I eventually got used to it and even liked how it conveyed the organized chaos and the broadly impersonal aspects of war. The writing is solid and in places quite effective indeed. I like the solar, particularly.

When I replayed a few times, I started to understand the flow of the battle. There's an intriguing premise here, and an interesting script that follows. I witnessed the Baron's death, which is one ending, and appreciated all that happened to that point.

My major disappointment was entering the solar and waiting for Ranulf to return. When you first enter, you are treated so some pretty good dialog and story development. So when Ranulf finally entered, I expected some great dialog. After all, he had kidnapped this woman, and now he's retreated to this fortification after his keep was breached.

There was none. They all just sat there, and even after repeated "z" commands, nothing happened again.

That said, I recommend this work. New experiences are what the Art Show is all about.

As the authors state in the credits, "we can only hope you're enjoying the game as much as we enjoyed writing it." I can tell that the authors did indeed enjoy writing it. I just hope they like making version 2 as much as they liked making version 1.



Still Life Category

The Still Life suckers the author, not feeling guilty in the least. "Pssst, hey author. Write me. All ya gotta do is focus on one item. How easy is that? I'll be back in five." [Still Life opens the door, steps out, then pokes its head back in.] "Oh, by the way... make sure I'm not flat. Boredom is the cardinal sin. Motivate the player to explore me, but don't force anything. Give me unlimited detail and depth in an understandable way. Oh, and could you give me some pace? Yeah, I'm a *still* life. How? Hey, *you' re* the idea person."



Flametop

Flametop succeeds on its authenticity, much the same as in Fire Tower. (Hmmm, playing Flametop in Fire Tower. Only *you* can prevent forest fires and noise pollution.) I felt the author not only knew his guitars and associated equipment but also that he cared about them as well. I'm catching a "Zen and the Art of Motorcycle Maintenance" caring=quality riff here.

The implementation is fairly deep. The writing is solid. (And thank you for including a response for setting the knob to 11, by the way.)

Motivation, however, is a slight problem. I'm personally not all that interested in guitars, and, if I weren't a judge, I might not have investigated much here. From a quality standpoint, nothing's wrong with a pure "here it is" style. From an entertainment one, there might be. If I, the viewer, don't already love the subject matter and can't immediately see why I might, I need to be convinced (quickly) why I should care.

Now, I'm not advocating tacking on a lame back story or turning this into yet another maudlin, reflection-on-life piece (although earlier with "Ride", I *was* advocating a maudlin, reflection-on-life piece. I really should make up my mind.) This is where the tricky part of a still life comes in. The author must focus on the object(s) (Flametop does) and be richly implemented (Flametop is), yet offer me something *more*. The art part. The raison d' etre (there will be no further pompous terms for the remainder of this review) if you will (I lied, already.)

I think the art (oddly enough) aspect of the show isn't stressed on Doe's page, but it's the equivalent of saying you want a nice personality. Yes, you want that and it's important, but you'd also like looks, character and other things too.

I wasn't able to see the effects from changing most of the settings. I tried 20 or so different combinations and didn't get it. I don't want feedback from my equipment, but I do want it from my IF.

It's probably here that the author could have infused some soul. I feel the author's love for the guitar, but I want to feel it too. I wanted a sense of my own discovery (as in Fire Tower) rather than hearing about someone else's.

One last negative, which I'd like to stress isn't an indication of me not liking Flametop , because, overall, I liked this. I voted for it for Best Still Life. It's a worthy piece.

If you ever think, "oh, well, that shouldn't bother anyone," be assured that it will bother someone. The score/moves on the status bar isn't appropriate for most IF these days, but especially so with IF art. Now, I'm willing to bet *why* this was left on. Check out my first work of IF. I left the score/moves on because 1) I was somewhat rushed for time, 2) I didn't know how to remove it (it's not intuitive in Inform, by any means) and 3) I thought "oh, well, that shouldn't bother anyone." Of course, it did bother people.

Hmmm. perhaps the *settings* could have been on a two or three-line status bar? That way I could see at a glance what they were. Hey, I'm just the idea man here.



Portrait Category

The Portrait poses no challenges. *Ahem*

JDB



Jon Ingold's Reviews

Last Ride of the Night
Swanglass
Flametop
The Fire Tower
The Battle of Walcot Keep



Last Ride of the Night

Lyrical summary: "Trains will go, but all journeys end/Enjoy the straights, don't watch the bends."

A simulation - deliberately so - of a train ride to an airport. The train is small enough to explore easily, and there are a smattering of pleasing details and mild interactions. There's something bleak about the whole construction; the characters in the train are tired, terse people. There's not a lot to do, but this isn't a problem, as there's not a long time to do it.

If this is Art, and I'd like to think it is, then the release notes and the HELP response are all fake: they suggest there are multiple endings, and a plot to "resolve" or at least interact amidst. Two of the characters in the game are a separated couple, each unaware of the other's presence at opposing ends of the train. The HELP text implies there is some hope for them, that there is some way to bring the two together. It should be easy - the man only needs to be woken, the woman to be convinced that the other carriages of the train have functioning heating, unlike her own. But the train has nearly terminated and there is not enough time, or reason, to convince either one to move. I played through a couple of times but could do nothing, resolve nothing: the broken-hearted man will not be woken and the woman will not be shifted. Both have isolated themselves of their own will, and I, the disembodied player in a museum exhibit, am powerless to change it. The whole thing is a simulation anyway, after all, of something long past. I wonder if these two are simulation of a memory of the PC himself, and the whole thing is really some memory that cannot be rebuilt.

Which is to say, I rather liked this game, though it's fairly thin, and to be honest I'm probably wrong - there is probably a complex series of unlikely actions that will solve the puzzle, give the man back his woman and lead to a more optimistic closing paragraph. Indeed, the final paragraph of my first play through was sufficiently brisk (suddenly providing my PC with an emotional framework that I, the player, have had no previous access to), that I can't quite believe this thing is as elegant as the above analysis believes. There are bits and bobs missing - some unimplemented things, some curious responses (if I scream at sleeping people they tend to wake up!), a "g" from the word "girlfriend" - but they add to the feel of hopeless disjunction.



Swanglass

Lyrical summary: "A shadow overhead. No shadow. A shadow."

Yeah, I like that. Crazily; I even think it means something. (Not profound-like, but concretely). Anyway.

"What words would lift like wings to those who watch the wood?"

I think I might not bother reviewing this, and just include some quotes. It's highly quotable. What kind of entry was this again? "Landscape"; perhaps, if reinterpreted through the medium of text to mean punctuation and the syllables either side.

"Strange paths of light."

Yoon Ha Lee appears to be RGIF's first successful Interactive Poet. I don't get poetry, generally, but I know pretty when it draws my mind's eye sidelong. This game isn't interactive in our classic simulationist sense - I don't believe there's a single state-variable I can choose to poke - but rather it's fashioned in the hypertext mould: we summon up some prose at the expense of unsummoning others. The manifest order is ours, but there is no will in our method of choosing. I think this doesn't fit with the Art Show concept, somehow, which I take as being an exploration of the power of Interactivity rather than words themselves, and on that technicality I won't give this game the Best in Show it could be argued to be worth. But forgive me that, please, because _Swanglass_ is a beautiful thing all the same and if I could pin it to my fridge, I would.



Flametop - Best of Still Life

Lyrical summary: "A game full of songs/has no lyrics at all."

A guitar simulator - well, no, an amp simulator really. It seems that all those little knobs that I've only ever categorised as "Full", "Quiet" and "Noise" all do something -- though what is still something of a mystery. Actually, that's unfair; the game is quite polite in its explanations of what the various settings are for. I just still can't them to do much. I'm fiddling away but not getting a wide variety of sounds, just a lot of audio-mud. (Actually, I lie - it seems that changing the volume knob, the only knob I understand, produces quite a lot of variety).

Which is to say, it's a pretty good simulation of what happens when you much around randomly with amplifiers. I didn't learn much, though, I'm afraid.



The Fire Tower - Best of Landscape

Lyrical summary: > PICK PLANT
This is a National Park; things should be left untouched and in their natural state so that everyone can enjoy the beauty.

> SORRY
Oh, don't apologize.

A day's hiking in the Great Smoky National Park. Trails run along mountainsides, dotted with a fine array of wild flowers and the occasional stunning vista. Not perhaps the most obvious idea for a game, as long walks are usually affairs of little incidence and less manipulations. Some bits and bobs are provided for players who need things to fiddle with (a kit bag, a bottle of water) but they're largely superfluous - we are instead expected to enjoy rambling for its own sake. This quickly charmed me; I think because of the game's unassuming air - there are no ghosts of dead backpackers thrown in to spice things up: this is straightforward in its depiction of a landscape the author (or, at least, the character) clearly loves. That enthusiasm comes through cleanly, uncluttered by desires for gimmicks appealling to an audience's affections, and yet at the same time the game reveals itself in snatches to be extremely well built. Examples: my feet, implemented as body parts that follow me around but don't appear in an inventory. There is a watch that keeps track of time both move by move, and in the long stretches between points of interest. There's a ground object - hard to do well, and this game misses a trick between DROP/PUT ON GROUND. Above all, there's a fair amount of placement to the text - passages that appear only once, messages that don't repeat.

In short, the simplicity of the design of Fire Tower is a concept, and not a lack of ability, and the balance between these two lends the piece an air of craftedness that rather won me over. Even if, as most walkers would agree, long walks would be fairly dull without the physical exercise or the time to dwell in one's thoughts, neither of which the game attempts to model. (STEP. STEP. STEP. STEP. TRIP SLIGHTLY. STEP. SMILE AT FRIEND. STEP... and so forth).



The Battle of Walcot Keep

Lyrical summary: "This program's playing war games,
D6, D12, D4, what fun!
But really, all I want to know:
What the hell 's going on?"

Oh, dear, but I'm confused now. I can keep track of NPC's - honest, I'm good at text games, I even got halfway through Suspended, and I beat Witness without help - but there are about twenty-five of these little blighters, crawling around the map (which is how big? I don't know!) taking pot-shots at each other. Not only are they all , which is a taxing taxinomy enough, but they have a habit of disappearing entirely once shot. Or are they just not in the same place as me? Or are they moving? I mean, where is the Small Royalist Archer? Is he dead or isn't he?

Slow down, slow down. Forget the archer and look at the wider picture. There are Tall Archers, too, even a comely one. In fact, every turn it seems like more warriors are turning up and I'm still asking the most basic question - can *I* do anything? Like; please?

No, wait. If I give up trying to follow the battle, blank it out like a stream of noise or, ahem, algorithmically generated text (honestly, a table of hit points would be easier to read), then maybe I can start interacting instead of purely boggling.

Right. Battle of Walcot Keep. I'm inside. Hey, if I'm a ghost, maybe I can enter *people*!

No, can't do that.

Er.

What now?

The sturdy rebel's dead now, too. Which ones were the rebels again?

I just get the strange feeling the game is getting more out of this than I am...

WHAT? It just ended. I don't even know *why*. It just stopped.

LOOK, I CONSIDER MYSELF A FAIRLY BRIGHT GUY, BUT JUST WHAT THE HELL IS GOING ON HERE? AND WHAT, IF ANYTHING, AM I SUPPOSED TO DO ABOUT IT?

Restart. Help. Realtime. Realtime?

Oh, right. So here begins the review:

The last battle of Walcot Keep is a simulation of an EVENT, technically, but in reality, it's a game of Warhammer played across a castle keep. Small plastic characters, each painted with a different adjective, move across the map and attack each other, committing bloody war in Realtime. I guess the programming is fairly clever, but as an expo piece this demonstrates that we have a long way yet to come before the fingers of AI break the surface of a player's interactions with a game. Sitting back in REALTIME mode and letting the battle unfold is entertaining, in a slackMUD kinda way, but it's not interactivity, and, for the moment at least, text is not the medium for this kind of thing. Plastic characters on motorised wheels moving across a model landscape - that would be the medium. Would that be art? I may go away and ponder that. But for now, all I want to know is why the game ended so suddenly. Oh, and work out who Matilda is.



Mike Roberts' Reviews

The Battle of Walcot Keep
The Fire Tower
Flametop
Last Ride of the Night
Swanglass



The Battle of Walcot Keep

By Steve Breslin, Eric Eve, and Lindsey Hair
Illustrated by Michael Bechard

This piece doesn't entirely succeed as a game, but from a technical perspective, it's impressively ambitious. The authors state that it's not just an Art Show entry, but also a demonstration of their NPC planning engine. This latter role is well fulfilled, as the game has seemingly dozens of NPC's running around pursuing their agendas. In fact, in a role reversal from the usual state of affairs in IF, it's really only the NPC's who can do anything meaningful in the game world; the player character is mostly just an observer, unable to do much except watch events unfold.

Unfortunately, the sheer amount of detailed action produced by so many NPC's overwhelms the text interface. The game models so much detailed action that it would do much better to have a graphical interface. In fact, in many ways, the game resembles an RTS (a "real-time strategy" game, such as Starcraft or Red Alert), since those games also have numerous NPC's pursuing goal-based agendas; the typical graphical presentation of those games is much more efficient at conveying this sort of detailed activity. The strength of text is in its ability to communicate at a level removed from the details, to capture the essence of a complex scene in a few words. What we'd really like here is the gist of the activity, a description of what's important , rather than a laundry list of every character's every move. The effect is sometimes almost comical, especially in the big battle scenes where we get an individual accounting of each arrow's flight and each soldier's steps. The problem is that computers aren't capable (at least for now) of extracting the meaning of a complex scene; it takes a human author to do that.

Hidden within all of the details, there is a story that unfolds within the game. The player can't influence the story much, but since there seems to be an element of randomness to the action, and since you can walk around and observe what's going on in different locations, the game is reasonably replayable.

This work is certainly interesting as an extreme example of autonomous NPC programming. It also serves to illustrate some of the problems that arise in using a text UI for such a detailed simulation, and while it doesn't suggest any solutions, it should prove useful as a concrete reference point for discussions and efforts aimed at addressing these issues.



The Fire Tower
by Jacqueline A. Lott

This a nice landscape piece, simulating a hike along a real-world mountain trail. The landscape is presented as a series of stops along the trail, which is a great fit for the traditional IF world model.

Given that the work is a hike along a trail, it probably isn't surprising that it's highly linear. With the exception of a couple of culs-de-sac, it's not possible to leave the trail, and for the most part the game won't even allow backtracking. Some players find such rigid linearity annoying, but at least the protagonist's motivation provides a good excuse for it in this case. Even so, the game's relentless drive forward is occasionally a bit heavy-handed, particularly in the couple of places where the trail branches briefly - even though each branch point quickly recombines into the main trail, it's a little annoying that you can't go back and find out what was on the other branch without resorting to UNDO.

The implementation is very solid, and shows considerable attention to detail. Even though the game can be completed by just walking down the trail, the author clearly put a lot of effort into optional extra activities that flesh out the simulation nicely.

The writing does a good job of evoking the mountain setting. My only quibble is that the spatial arrangement of many of the locations isn't made very clear in the location descriptions; I found myself starting to type random directions, just to elicit an error message telling me which directions I could go. Part of this comes from the natural roughness of the terrain being modeled, I think, and from the fact that passages between locations twist and turn (a design choice I find annoying in most games, but which seems entirely reasonable here); still, the descriptions could probably make the spatial layout a little more plain.



Flametop
by David J. Malaguti

This still life is a simulation of an electric guitar. The simulation strikes a good balance in the level of interactivity - there's enough detail implemented that the player can feel involved and in control, but not so much that it becomes tedious or overwhelming. In order to play the guitar, for example, a little bit of assembly is required - but it's all straightforward, and there's not so much of it that it feels like a typing class. The level of detail of the guitar's controls is likewise well balanced.

The author doesn't try to simulate playing the guitar at such a fine grain that you have to type in your string-by-string strumming motions or your individual notes and chords. That's good; the game would be awfully unwieldy otherwise. Instead, control is provided through knobs that set various electronic parameters on the guitar and amplifier. Different combinations of parameters essentially select different musical styles when you play the guitar.

The main activity for the player is to fiddle around with various combinations of parameters and see what kind of music results. The game recognizes a fairly large number of combinations, which gives the simulation a feeling of depth.



Last Ride of the Night
by Mordechai Shinefield

This is a landscape piece with a slight twist. Instead of being a simulation of a train ride, it's a simulation of a simulation of a train ride. This might sound like it would create a lot of additional UI overhead (do we have to type "type 'look' on keyboard" on keyboard?), but fortunately it doesn't, since the in-game simulation is of the "holodeck" sort. At the story level, though, it's a curious choice.

I always find framing devices like this to be distancing, since they pull the point of view out of the main story and into the frame, making the fictional quality of the main story explicit even within the framing world. Sometimes that sort of distancing is exactly the point, but in this case I'm not sure what the frame adds; its main purpose here seems to be to wrap a little bit of story around the setting. The thing is, the story could probably just as well have been worked into the main setting, without the need for a frame. And since the story occurs entirely in the frame, not in the "simulation" part, it seems a bit tacked on, with no real relationship with the main action. As a result, a couple of the possible endings seem a bit out of the blue.

The writing is decent. My main complaint is that it doesn't convey much about the player character's perspective on the setting. At the beginning, the PC seems to have some special interest in the simulated setting, so I'd expect his perspective to include some amount of special commentary - either nostalgic memories about the train, or obsessive train-nerd details and historical notes and so on. But the descriptions are instead mostly prosaic. The implementation is also somewhat sparse; many of the things mentioned aren't actually implemented, and the ones that are implemented are for the most part not very interactive. Other than the sparseness, the implementation is fine - I didn't run into any obvious bugs or problems, and the two NPC's are both nicely constructed.



Swanglass
by Yoon Ha Lee

I'm not quite sure what to make of this piece, because I get the impression that the author had something more elaborate in mind than what was finally implemented. It's suggestive of mathematical surrealism, of the sort exemplified particularly thoroughly by Erehwon (which is even mentioned by name in an author's note), but I wasn't able to find anything deeper here than the suggestion. There's also a story - the story of the player character's past, revealed through interaction with the setting. The relationship between the story and the surrealistic elements is tenuous at best, though, and this is where I think the author must have had something more in mind that didn't come through, at least for me.

Even though it never really jelled for me, the piece is well written and crafted. The writing affects a minimalistic poetic style that's starting to seem a bit overused in "serious" IF works, but the writing here is competent enough and doesn't cross the line into pretentiousness. The implementation is pretty solid; the only noticeable rough spots are a few library default responses that noticeably clash with the rest of the text, since most of the text is so heavy on style. In the tradition of the Art Show, this game is essentially puzzleless, so it never becomes frustrating.



Emily Short's Reviews

Flametop
Last Ride of the Night
Swanglass
The Fire Tower
The Battle of Walcot Keep



Flametop

Last year we had "Queen of Swords" by Jess Knoch, a piece about electronic fencing equipment with a lot of wires and things to plug in. This year, we have "Flametop", a still life about an amp and an electric guitar, and I was initially worried that it was going to require a similar amount of setup. Fortunately, that turned out not to be the case: this piece lets you get started playing the guitar almost immediately.

In some other respects "Flametop" reminded me quite a bit of "Queen of Swords": the player is presented with some specialized equipment he may not be familiar with and invited to play with it until he figures out what to do. Like "Queen of Swords", "Flametop" felt educational, not in a preachy or annoying way, but because it presented me with a complicated real-world system I could play with until I understood its workings.

The other obvious piece to compare is "Guitar of the Immortal Bard" (Jason Burns, 2000), another IF Art Show entry about a guitar. The feel and experience of the two are quite different, though: "Guitar of the Immortal Bard" had a fantasy setting and a completely different mode of interaction, where you chose to play specific musical styles. "Flametop" feels more grounded in the real world, but also more interactive. When I ran out of ideas in "Immortal Bard" I had to read the help text to get around the guess-the-noun problems, whereas here I can just keep fiddling with knobs.

If there's a negative aspect to this comparison, it's in the descriptions that actually come out when I do succeed in playing something. "Immortal Bard"'s music descriptions were fairly accessible. The PC of "Flametop", on the other hand, is vastly more knowledgeable about this kind of music than I am, and that creates a bit of confusion and distance. This is a subjective call. If I *were* more musically literate I would probably enjoy the specificity of being told I am playing like Robbie Krieger. As it is, I don't know who Robbie Krieger is, and the point is a little lost on me. (A minute with Google shows that he played with the Doors, of whom, yes, I *have* heard. Another minute with a website with background music gave me a rough idea of what was being described. But I had to go outside the piece to get that.)

The guitar and its accessories are all described with great love and care. My knowledge of guitars is near zero, but I would not be surprised if this equipment represents some kind of ideal fantasy setup on the author's part. In particular, the description of the finish on the body of the guitar made me wish there were some custom answers for TOUCH -- the description seems to invite it. Even without that, though, writing was quite strong and left me with a clear impression of pieces of equipment that I've never seen before.

I had one UI gripe. Since the state of the various knobs on the guitar and amplifier are so critical to what's going on -- and since it's hard to hold them all in your head at once -- I would have appreciated something in the status bar displaying the current settings. (I was going to complain about this more strenuously until I found the SETTINGS command. After that, I just typed SETTINGS over and over. Statusline would've been better.)

In general, though, it's clear that a great deal of care went into this, and it's fun to play with. There's a wide assortment of different songs and song-styles to find, and I'm sure I didn't get all of them. And the amp doesn't go to 11, but "Flametop" is charming about that, too...



Last Ride of the Night

Playing "Last Ride" was an odd experience for me, because not only have I taken this NJ Transit trip a number of times, I've also visited the train simulation at the Franklin Institute with a bunch of friends including my significant other. So there was an eerie sense of familiarity in the setup. I'm not sure this helped, ultimately. I just complained about not knowing what the author was talking about in "Flametop", and now I turn around and complain about the opposite in "Last Ride": I have a fairly vivid memory of what those NJT trains are like, which seemed to keep imposing itself on top of the game image and in some cases conflicting with it. So what follows may be clouded by that subjectivity.

The about notes say that this is the author's first IF, and it has that feel. There are a bunch of rough corners and bugs, many of which would be caught by rigorous beta-testing or possibly by an author with more experience editing his own work. There are a bunch of typos and a few misused words ("extradite" for "extricate", for instance). Looking under the seats produces a blank line. You can't talk to the passengers while sitting down because you "can't reach" from where you are. The conductor uses his intercom key even after you've stolen it from him. Touching people "has no effect", in a situation where it probably would be construed as molestation. (I've never actually *tried* going around touching strangers on a NJ Transit train, but I'm guessing that it wouldn't go over too well.)

In most places, though, the implementation would be fine for another type of game, but seemed a bit shallow for an Art Show piece. Some scenery is mentioned in fleeting descriptions but turns out not to be there when you look at it; many things that are there can't be moved, taken, or otherwise interfered with. The NPCs would be adequate if I had enough other things to do, but not quite deep enough to keep me entertained for the whole time.

On the positive side, the author put a fair amount of work into the secondary senses: you can smell and listen to a large number of things, for instance, and there are views through the various windows of the train that are not all the same. Good stuff, but I wanted to be able to pick up the pieces of trash and do things with them, manipulate my luggage and other people's, and so on. Maybe an appropriate response would've been for me to get arrested for theft, but I still would rather have been allowed to try -- especially since "Last Ride" *does* allow me to do a certain number of illicit and dangerous things. Why those and not others?

I also had the vague feeling that "Last Ride" didn't really know what it was about. I don't mean "didn't have a plot": "Last Ride" has more plot than "Flametop", but I never felt any doubt about the *point* of "Flametop", which is to enjoy fiddling around with the guitar. With "Last Ride" it's less clear. Some aspects of "Last Ride" are whimsical, like the business with the restroom mishap; some are serious or even depressing. I tried really hard to get the two passengers to communicate, on the theory that this might lift some of my PC's angst, but if there's a way to achieve that, I couldn't find it. The endings of the game that I did find seem to be on different levels of seriousness and plausibility. If "Last Ride" is meant to be a pure mood piece about loneliness and distancing, then I think some of the goofier responses are counterproductive, and it would help if the passengers were slightly less generic. If, on the other hand, I'm supposed to be achieving some goals, it would help if they were better hinted. I thought of a couple of things to try to accomplish but wasn't able to get anywhere with them, and I wasn't sure whether that was because they're unimplemented or because I couldn't find the right approach.

So: a solid first experiment, but not quite as richly implemented as I'd like an Art Show piece to be. Most of my complaints would probably not be an issue in a more game-like piece, since there would be puzzles and goals to move the player along.



Swanglass

The author's previous work, "Moonlit Tower" (2002), was full of lyrical descriptions, some beautiful imagery, and references to a not-quite-explained backstory.

"Swanglass" is similar. It does a beautiful job with the sensory aspects encouraged by the Art Show: almost everything has smell, flavor, and texture, as well as appearance. (Some things have several appearances, depending on how you look at them.) There's a lovely space to explore, and the descriptions allude to some sad past. On the other hand, that backstory is never quite forthcoming. I was left longing for an explanation. From the authorial notes I'm guessing that I could read up on Swan Lake and get at least the general outline of that plot, but it is not mostly to be found within "Swanglass" itself. Not as far as I could find, anyway.

There's also not much statefulness in this piece: there's little you can do (that I could find) that would change the appearance or behavior of things. Most of the interaction that I could find was in the form of experiencing and exploring the way objects look, feel, smell, and evoke memory. In "Flametop" that sort of interactivity is provided by the switches, plugs, and dials; in last year's "Friendly Foe" (Mike Sousa) you could do all sorts of interesting things to the landscape that dramatically altered its layout and what you were allowed to do there. (For that matter, "Moonlit Tower" does some quite neat things along these lines.) Even in puzzleless or art show pieces, having a sense that you're changing the state of the world can give some shape to the exploration. It's possible that I missed something obvious, but if so, the help menu didn't give me any sense of what it might be.

So I enjoyed the experience of "Swanglass" and was left with some neat mental images, but I wasn't entirely satisfied.



The Fire Tower

This is excellent. "Firetower" is an IF hike through the mountains of Tennessee, gorgeously done.

The author mentions in her notes that this area is one of her favorite spots, and it shows. The setting is acutely observed and described, with responses for every sense. They're not just perfunctory responses, either: I was left with a very clear impression of the flora in this area, and a somewhat more fleeting idea of the fauna. The only place I recall seeing quite such a thorough natural setting was in "She's Got a Thing For A Spring" (Brent VanFossen, 1997), though for whatever reason "Firetower" worked better for me than "Spring" -- possibly because, without puzzles to worry about, I was in a better position to enjoy the natural surroundings. The meticulous implementation applies elsewhere as well. The piece anticipates many nonstandard actions -- I was particularly amused by the response to my attempts to turn the signposts.

"Firetower" also gives a strong sense of continuity of space and time. There are transitional descriptions between locations that let you know how far you've gone, over what kind of terrain, and what you saw on the way. When you have travelled far, considerable time elapses on your watch. Meanwhile, the sun rises and sets in the sky; the quality of the air changes; shadows lengthen; campers wake up, are active, and go to bed. If you emerge from the woods late enough, you even get a telling-off from the person who's there to pick you up. (I really enjoyed the temporal effects; I played with them as much as my time allowed, but I would have liked to explore even more what happened if I was in certain places at different times of day. It would have helped to have a WAIT UNTIL [time] command implemented.)

The PC is well-formed, too. The responses to trying to taste various plants, for instance, or pick things that you shouldn't pick, are met with very park-rangerly replies -- knowledgeable, but concerned with safety and the preservation of the wildlife. But the characterization isn't just there to preach good park behavior: the PC feels like a specific person. She sings Stevie Nicks to herself, eats the best bits out of her trailmix first, and doesn't panic when meeting a bear. Her pleasant, down-to-earth attitude affects almost every descriptive passage.

In some ways "Firetower" reminded me of "Sunset Over Savannah" (Ivan Cockrum, 1997): there's the same sense of natural beauty and its effect on the psychological state of the observer. If there's a weak point, it's that "Firetower" (like "Sunset") sometimes tells me too much about what the PC is feeling. Interestingly, these references bothered me less as the piece went on: either they were fewer in the later sections, or (more likely) as I developed a clear sense of the persona of the PC I stopped trying to equate my emotions with hers.

I did encounter a few bugs. It seems to be possible for the headlamp to be both on your head and in the pack at the same time (somehow); it also seems that if you sit down while in the fire tower itself, you are never able to get up again. You can jump while sitting. There are a couple of other things like that. But the handful of weak spots can easily be cleared up in a future release, and the majority of this piece is polished and charming even though it covers an ambitiously large scope for an Art Show entry. It also works quite well with the constraints of puzzlelessness: the goal of hiking along a set path gives the player something to do, and provides structure for the piece.



The Battle of Walcot Keep

[Side comment not actually about the game: I wish T3 weren't such a moving target. I already had a couple of different HyperTADS versions on my machine to handle older T3 games, but still had to ask Iain Merrick to compile me a new version (thanks again, Iain!). It's a pity: this kind of thing makes players less likely to play T3 games at all because they get tired of downloading new versions of the interpreter. I look forward to the time when there are more T3 games out there and the platform is stabilized. For now, kudos to the authors brave enough to experiment with it anyway.]

It's obvious that a lot of work went into "The Battle of Walcot Keep": it lists three authors and an illustrator, and one of the first commands I tried was "show map", which brought up a nice professionally-drawn schematic with little sketches of the buildings in question. Pretty classy.

Another point in its favor (from my point of view, anyway) is that it's taking place in a specific historical setting, a battle between the forces of Stephen and Matilda.

Then I wander into the midst of the battle itself. Good golly. It takes a long time to process a command -- sometimes fifteen to twenty seconds by my count, sometimes so long that I think the interpreter's hung. It may be that this runs faster under Windows than under HyperTADS 1.3.8 in Classic mode on a Mac, but it's obvious that a lot of processing is going on in the background, and not very efficiently. If it's this slow on my machine, I hate to think what it'll look like on older OSes.

When the game does continue, there's a page of output: it appears that every archer and swordsman has his own daemon, and they're all busily doing their own thing. Each action is described on its own line. It's impressive, in a way; it's also totally bewildering. So much is going on that it's hard to get a good sense of the action in total: which side is winning? who's going where? Much of the time I have no idea. And sometimes the actions described are very repetitive and seemingly insignificant. For instance, a page of output includes a paragraph of this:

"A sturdy rebel man-at-arms cannot reach a thin royalist man-at-arms. A sturdy rebel man-at-arms cannot reach a thin royalist man-at-arms. A ruddy-faced rebel man-at-arms cannot reach a thin royalist man-at-arms. A pale rebel archer cannot reach a thin royalist man-at-arms."

This kind of thing, in my opinion, is a tipoff that you need to consolidate your prose generation ("A group of rebels shake their fists angrily at the royalists, who are out of their reach.") or else that you should give up on IF and write a real-time game with graphics.

To make matters worse, important bits of conversation by major NPCs are mingled indifferently with all the lines about archers, arrows, and swords. These are more critical parts of the narrative, so they really ought to be presented in a way that draws attention.

Meanwhile, attempts to interfere in the action prompt responses like this:

> take sword Which sword do you mean, the sword, the sword, the sword, the sword, the sword, the sword, the sword, the sword, the sword, the sword, or the sword?

It quickly becomes obvious that, since I'm dead, I'm not allowed to touch anything or do anything other than watch. Very well. I proceed into some of the other areas of the game, where there is less turmoil, and things go a bit better. In a lot of respects this still doesn't feel like an art show piece to me: there's a fair amount of unimplemented scenery. There's some interesting stuff there, but this is an Event piece, and I have the strong impression that the authors want me to hang out and watch the battle.

Then it ends with no warning. I assume something happened with the NPCs that caused this, or that we were on a timer, or something, but there was no conclusion to the narrative. I was wandering around and then suddenly I was offered the RESTART/RESTORE/CREDITS/QUIT prompt. (It doesn't even say "*** The battle is over ***" or "*** The keep has fallen ***" or anything like that.)

My impression (given what is said in the credits) is that this piece uses the Reactive Agent Planner -- the best AI module currently available to IF authors -- to create dozens of NPCs who are constantly choosing new paths of action each turn: opening and closing doors, wielding weapons, moving around, attacking each other, dying and becoming deactivated. No wonder it takes so long to process a command.

But this isn't the best demo of the possibilities. What's great about RAP is that the NPCs reassess their situation each turn: if you move an object they need, say, they'll adjust their plans to include a step to go get it. If the player isn't allowed to introduce any variation in the scenario, then the author might as well have hard-coded the whole action sequence from the outset: all the planning is going to happen according to a predetermined chain. (Maybe there's a randomizing element in the combat module such that individual NPCs might succeed or fail in their attacks differently at different times, but it really doesn't matter: from the player's point of view the intelligence of all these creations is not really appreciable.)

RAP-driven combative NPCs are a cool idea as long as the player can interact with them and there are only a few around at a time. Once you get this kind of mass action going on, it may be a better idea to model the simulation at a higher level, planning and describing the actions of whole groups of soldiers at once.

I've played around with RAP a fair amount myself; one reason that I've never released a game using it is that I ran into trouble with the exact things that are issues in "Battle": slow processing and the generation of dull, repetitive, or unidiomatic prose. The former problem can be a little alleviated by being less ambitious about the number of NPCs, but the latter problem is hard. I think the solution probably involves representing all the actions that are going to occur in a given turn as data, then running some algorithms on that data to discard anything too ineffective to be worth reporting, cluster related actions together into compound sentences and related sentences into paragraphs, introduce variations of phrasing, etc. Which would be a massive undertaking to write, frankly, even after you have a fully functional set of RAP routines for your NPCs. I don't want to sound discouraging because I think that, if this were done *successfully*, the results would be mindblowing, and I hope the authors of "Battle" will continue to work on this problem.

"Battle of Walcot Keep" is also probably the first major effort at IF drama where all the action is done by the NPCs and the player's main job is to choose a point of view -- like those experimental plays that take place in multiple locations and the audience members can wander around following whatever storyline they like. It's an interesting idea, but I don't think "Battle" makes the experiment work: there's too much focus on simulation and too little on narrative structure and dramatic tension. Case in point: the totally unexpected ending.

So my verdict is that this is inventive, ambitious, and shows a great deal of work with some promising tools, but that it doesn't really gel.

Still, I appreciated the Latin and the cheddar.



Adam Thornton's Reviews

Swanglass
The Fire Tower
Flametop
Last Ride of the Night
The Battle of Walcot Keep



Swanglass

In one phrase, "The Space Under?In?Around?Outside? the Klein Bottle."

I'm not knocking breakup-games. This seems to be a well-done one. A strange mix between what's implemented and what isn't, though. In something this small, you might as well go for the full-on library replacement, and "lake" should be there. More verbs would have been nice too. My only concern is that this is very much the same game as "The Space Under The Window" and that one did it even better. Still, if I'd played this one in 1997 it probably would have resulted in me killing myself. I'd never thought of a Klein bottle as a metaphor for a marriage before, but it really works rather well. In fact, it works so well that, inspired by the game, I bought one of Cliff Stoll's Klein bottles as a wedding present for friends.

The writing is a bit purple for my tastes, but it's still very well done. Now I'm even more glad I never wrote "Flathead" since both this and SUTWIN have handled it much more competently and less whinily than I would have.



The Fire Tower

This is probably my favorite of the Art Show. A *whole lot* is implemented. You can't--at least I couldn't--make your character do anything REALLY stupid, but you can stay out too late and get the park ranger to come for you (kids, don't try this at home. I'm in a Search and Rescue Unit, and finding dumbasses lost in the woods when nothing is really wrong with them, except that they're inconsiderate jackasses, isn't much fun). It's not as buggy and itchy and painful as I generally find hiking trips to be but maybe that's just because I'm not really all that into the camping/hiking thing. Now that I've crossed the Continental Divide in the Bob Marshall Wilderness, I don't have to prove anything anymore and I can stay between nice clean sheets in air-conditioned motel rooms, TYVM. Anyway, extremely well written, lots and lots of detail, almost everything I thought to try was implemented. Very, very well done. It almost makes me want to go on a hike with Jacqueline, except that I know that the Alaskan mosquitos would carry me away.



Flametop

Nice object, but the implementation is limited. I really enjoyed playing with all the different settings on the guitar and amp and seeing what effects I could get out of it, but I wanted more verbs and more senses. I'm sure the guitar and the amp have smells--mine certainly do--for instance. "Sit down" should have been implemented. Basically, I think this falls into a very common first-timer trap. Everything the author wanted you to do--which are the things you'd do playing a guitar--is implemented, and quite well. But the more bizarre things (smelling your guitar, say) aren't. The author basically just needs to get some beta testers who will BLOW ON COWS.



Last Ride of the Night

I'm less enthusiastic about this one.

In part that's because I spent a lot of time riding the late-night Jersey Transit train from NYC to Princeton Junction. I don't think the seats are actual leather--they're nasty naugahyde, I think--the sweaty, grimy stench of the car wasn't present, and there was no drunk who vomited pizza on his and your shoes somewhere around Rahway. Maybe it *is* empty riding north late at night. It never is heading south.

So maybe what I'm complaining about is that this is actually a subject I know rather well, and I'm a lot less entranced with it than the author. If so, that's my problem, not his. I'm also a little surprised by the implementation. It's been almost a decade since I went south of Trenton by rail-that-wasn't-Amtrak, but when I did, I had to change trains from NJT in Trenton and get on the West Philly SEPTA line to 30th Street. Maybe that really has changed...but Newark Airport being the last stop? What happened to New York Penn? I can understand forcing the player to get off at Newark, but does the train really stop short of NYP late at night?

I'm really confused here. The train is supposedly running from 30th Street Philly to Newark Airport, right? This *is* the Northeast Corridor train. But that means, if for some reason it stops for good at Newark Airport, that it never gets to Newark Penn, Secaucus Junction (harrumph! new-fangled stations! Didn't have those in MY day!), or NYP.

So where the hell is the Newark Penn stop coming from? Or am I riding south out of NYP to the airport, in which case, why the Philly setting at all, and where did Secaucus go? If I'm coming from the south, what happened to Trenton, Hamilton, Princeton Jct., New Brunswick (we'll assume we skipped Jersey Ave), Edison, Metuchen, Metropark, Rahway (change here for the North Jersey Coast Line, and exit through one of the first four carriages), Linden, and Elizabeth, (we'll skip North Elizabeth too)? And how come Newark Airport has moved north of Newark Penn?

The only way the timing makes even a little sense is if I got on the train at Secaucus and am departing at Newark Airport. Is that supposed to be the deal? Maybe it should have been mentioned if it were.

It also would have been easy to do a clock, and use actual times. 37 minutes late, of course, but actual times. Implement more station stops and the right amount of time between them. Talk about the scenery more. ("Look out window" does nothing, btw). But you can't see green and brown on the last ride of the night--you see black when you're between towns, and the flashes of towns going by. Not that there's not a lot of difference in the character of the nighttime scenery between, say, New Brunswick and Princeton Jct. and Newark Airport and Elizabeth. If I am riding from Secaucus to the airport, there are no trees--there's Meadowlands Toxic Swamps and that's about it. And I've *never* not had my ticket checked on NJT, even when it's full, although you could probably ride from New York to Newark without a ticket at rush hour and not get caught most of the time.

I guess this is the danger of picking a topic that one of your judges is intimately and grumpily familiar with.

Other than that, well, the Jon-and-Sara story could have gone somewhere much more interesting, but didn't. The multiple endings based on how you resolve it are pretty cool though. Some minor writing issues, too: "irlfriend" and "irradiant" stick out. Don't taunt me with the missus if I can't ask the conductor about her.



The Battle of Walcot Keep

TADS 3.04 won't run it, and I can't get 3.05 to build under Linux (SuSE 9.0 Pro). I'll keep trying. Sorry.



Chrysoula Tzavelas' Reviews

Note: Chrysoula played the entries with her SO, and his comments are in brackets. Doe :-)

The Battle of Walcot Keep
The Fire Tower
Flametop
Last Ride of the Night
Swanglass



The Battle of Walcot Keep

The Battle of Walcott Keep This was interesting to watch in action, but my initial reaction was confusion. There was so much text passing by as each actor took his action, and it had no narrative coherency, which made it hard to follow. Eventually I figured out that the individual actions were like ripples, and the interesting part was figuring out which way the stream was going to flow. If there was some way to actually effect what was going on, rather than simply being an observer, I didn't figure it out. I think it was a useful demonstration of the engine, but any true game built around it would require a great deal more ability to interfere with the natural course of events to be enjoyable. Some way to filter out the many unimportant actions would also be good.



The Fire Tower

I thought this did an excellent job of portraying the setting I was hiking through, with a good focus on detail. I really enjoyed the implementation of the setting. It was a little too heavy-handed in painting my own emotional reaction to the hike, and the framing device of assuring my ride I was fine and just needed a day to myself ended up serving the opposite purpose: I kept wondering what was going on. I was also frustrated with my inability to backtrack on the walk itself to examine a few details I'd overlooked. I was pleased with the specialized commands the writer included to support the hiking feel, and I was really sad I couldn't interact with details of the environment more than what was available, such as playing with the water.

[Although the directional exits felt realistic -- if I were really in that place, the directions would be legitimate -- it was hard for me to maintain a mental picture of where I was and where I could go. On more than one occasion, I had to type directions at random, because the directions in the description were not obvious enough. It might have worked better to have the directions in the description, but map the exits of each room to descriptive phrases ('the upper ridge trail' or something like that). Also, while the signs were a nice touch, flat text screens didn't really convey the intended directions of the signs.]



Flametop

This was an interesting toy, but I felt totally unconnected to it because of how little I know about electric guitars. I sensed potential in the combinations of the dials and strings and so forth but I just couldn't figure out how to meaningfully get into it.

[I expect that someone who has more musical or guitar experience would find this a very interesting simulation; based on my limited knowledge, it seemed to have a lot of depth and complexity.]



Last Ride of the Night

I was pleased to discover this had multiple exits from the scenario; I found three of them. I thought it did a good job of conjuring a lonely, late train ride. However, it had implementation flaws, such as words that simply weren't recognized (like 'leak') and an inability to actually interact with many details of the environment rather than just observe them. This made me sad, since it had such a great initial atmosphere.

[The 'simulation' framing device seemed unnecessary to create the atmosphere of the train. I could have just as easily been on the actual train -- and felt that the museum environment actually detached me from the emotional impact. Also, the first ending suddenly and abruptly leapt to breaking up with a heretofore unmentioned girlfriend. That really felt like it came out of left field, though I don't doubt that the emotional impact of the situation led meaningfully to that outcome.]



Swanglass

Hm. I don't know that I got enough out of this one. It was beautiful, but elusive. Perhaps if I was more familiar with Swan Lake, I would not have had this sense of a strange puzzle I simply couldn't unravel with the tools I had to hand. There were several items in the AMUSING that I couldn't figure out, I think because while the writing was lovely, and often unexpectedly responsive, there was very very little to work with-- a limited selection of nouns I could find to act upon. Still, it wasn't the job of this little piece to make me understand its backstory, but to show me the little world of the swanglass, and I think it did that breathtakingly.

[I always felt on the verge of discovering something interesting related to the swanglass being a Klein bottle, but didn't know enough about Klein bottles to find it.]



Doe's (Marnie Parker's) Reviews

The Battle of Walcot Keep
Swanglass
Last Ride of the Night



The Battle of Walcot Keep

I am not the best game player in the world. I often can't solve puzzles and get stuck a lot. The Battle of Walcot Keep , however, is totally observational, so there was nothing to hang me up. But it also didn't seem to end. I wandered the map and watched the battle, but when the corpses were stacked up with only 3-5 soldiers left on the field, I expected an announcement of victory. Nothing happened. There was no clear conclusion. Or maybe there was, but I didn't see it.

I suppose this is what it set out to be, a good test of the RAP system (npc action/movement engine). It was cool to be able to toggle to real time and have the npcs carry on without me (not dependent on player commands). So, not being a war fan, I left the room for a while hoping the battle would be won when I came back. But I came back to a lack of closure -- see above.

The effort that went into this was ambitious and impressive, but the judges have already mentioned some of the problems with doing massive npc actions on this scale, such as too much text generation. Each npc has to be described differently, so Walcot had: the swarthy soldier, the pale soldier, the comely soldier, the ruddy soldier, etc. It becomes too much to keep track of. And the repetitive text detracts from the enjoyment of watching npcs fight it out among themselves (which I did find sort of perversely enjoyable).

On the other hand, is it really a good test of the RAP system? As mentioned, I am not overly of battles so I am probably prejudiced against them, but I also find them chaotic when I read about them. Let's face it, by their nature, battles tend to be somewhat chaotic. The only time one makes any sense to me is when I see it in a movie. So throw chaos together with repetitive text and Walcot didn't capture my interest.

I would have preferred to see RAP used in an event that had more cohesion to begin with, where the player would have more expectations about what is going on, like: a dance in a ballroom, a sail boat race, a football game, a music concert, etc. Something where the parameters of the event are already fairly well-known, so when wandering around the map and observing, the action would be clearer. So, I feel, a non-battle event, especially a non-fantasy-battle with the battle plan known only to the authors, would actually have demonstrated RAP better.

Note: Is simply observing interactive? Sure. Watching is interactive, abet a passive form of interactivity. Also the IF Art Show sets out to explore interactivity, not pre-define it. In Walcot , while the player character has very limited interactive ability, the npcs interact with each other a great deal. So I felt it did successfully explore interactivity. One more observation: This piece might have been helped (if it were possible) by having different colors for each npc description.



Swanglass

Uh. Over my head, but with lovely, lyrical imagery. Many senses are coded, but with only one room there simply wasn't enough playability for me (I would have liked to wander around a bit). I felt that I got some of the back-story, but only some. I wanted more. Left wanting more is not bad, it means it grabbed me, but it also means that I ended up feeling that somehow this was not fully realized and/or completely implemented. I think I may need my poetry more “dumbed down” too.

Note: Although Swanglass has limited player movement/taking objects ability, it also fit the guidelines of the IF Art Show. Attempting to evoke an emotional response through writing is an exploration of interactivity. This approach, though, has serious pitfalls. The trouble with aiming for emotional responses is that they are highly subjective -- only some players will respond the way the author/artist desires or, in fact, respond in any emotional way at all. I obviously did not.



Last Ride of the Night

I felt this was well implemented even though there many objects I wanted to interact with and couldn't (although they all seemed to have messages why I couldn't, ergo, it was well implemented). Last Ride , using a more traditional game-like approach, would probably have done better in earlier IF Art Shows. I felt the train was atmospheric and realistic, especially the rolling and blowing trash, but the piece unfortunately suffers from the stopper puzzle syndrome. There is an obvious puzzle that I, as the player, immediately focused on to the possible determent of anything else -- like I always do when a puzzle presents itself. Only this one was not easy to solve. I asked someone who did what he did, but I could not duplicate his success. That says to me this puzzle may hinge on an exact sequence of events. A common first timer mistake. Do I go in a certain direction first, or do I go in another direction first? Do I do this first, or do I do that first? I was never able to solve it even though I tried several times and completely clued in about what actions should solve it.

However, this is a very creditable effort by a novice, so I offer the author encouragement to keep on writing IF. And maybe, if he wants, to work on making the puzzle in Last Ride a little easier or approachable from more directions and/or solvable with several slightly different sequences of actions. Suggestion: Letting the player actually interact with more objects would not only increase the interactivity (always more satisfying to the player), but also add more red herrings. (For instance, I found one red herring that I liked a great deal and wouldn't have minded more. :-))

More to come…



About the Judges

J. D. - Berry - Artist's/Judge's Profile
(self-written)

Mike Roberts - Created TADS (Text Adventure Development System) , an IF programming language and compiler. He is currently revising (and revising and revising and revising and revising :-)) the next exciting version of TADS, T3. 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.

Jon Ingold - Has explored both sides of interactivity -- from puzzles in his fiendishly clever puzzlefest "Mulldoon's Legacy," to narrative-driven IF in his poignant science-fiction love story "My Angel," which placed sixth in the 2000 Annual IF Competition. He is one of the most respected writers of modern day IF, his impressive IF resume also including the 2001 Comp winner "All Roads," and the 2002 third place winner "Till Death Makes a Monk-Fish Out of Me!" (w/Mike Sousa).

Emily Short - Ms. Short appeared to erupt out of nowhere onto the IF scene with the highly admired "Galatea," Best of Show of the 2000 IF Art Show. It's PC/NPC interactive conversation has not really been duplicated since, except by Emily herself. Since then one impressive game has followed another. What else can one say about Emily that hasn't already been said before? What praise can one shower on her that has not already rained on her before? Rumored to be part of the infamous IF cabal, some think she is also the current shinning star of IF... (Emily help me out here, write your own bio. :-))

Adam Thornton - Adam Thornton was exposed to Interactive Fiction at a tender age, and has spent the rest of his life slavering in dark corners, decapitating truckers with a single effortless swipe (per trucker, that is), and devouring adventurers. His essential lack of creativity is evident in the pieces he's produced, all parodies. _Sins Against Mimesis_, _Chicken and Egg_, _In The End II_, _Stiffy Makane: The Undiscovered Country_, and _Lord of the Rings: Fellowship of the Ring (Atari 2600 Text Adventure Version)_ are among his works, which collectively seem to argue for quantity over quality or, indeed, playability.

He is a dangerous man with a literary theory, and persistent rumor has it that he is creating a Latin-language version of the Inform libraries in order to promulgate his obscene filth to the as-yet-untapped market of Latin text-adventure pornography deviants. If you encounter him, do not allow him to leave your sight, and contact the authorities immediately.
(self-written)

Chrysoula Tzavelas - Maintainer of IF Ratings site, writer of IF game Shadows on the Mirror. There's another IF game in the works, but first the novel and some other creative projects need to be finished. Lives with one dog, two cats, and fiance, has too many computers. A latecomer to IF, but a veteran adventure gamer from age 12 on.
(self-written)

Marnie Parker (aka Doe) - Although not a judge, just the organizer of the IF Art Show, I do usually try to write reviews.
Artist's/Organizer's Profile
(self-written)



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