Doug Egan's Great Play Marathon Reports

I’ve always been terrible at tagging my new messages appropriately. This time I cribbed my tags from @lpsmith’s great-play-marathon thread, but any mistakes I’ve made are all my own.

“Draculaland” is a Robin Johnson game, presented in his own self-made “Gruescript” parsing engine. The default font style is “Old Typewriter”, a uniquely stylized font choice with an uneven baseline. Several other more conventional font choices are available through the display options menu, and although I thought I might tire of the default, I actually ended up enjoying it and stuck with it through the whole game. Gives the text an old-timey feel.

By the way, I’ve played other Robin Johnson games, and enjoyed them all. I had not played this one (which is why I chose this starting point) and after reviewing IFDB realize there are several more by this author which I want to visit. A few other authors have picked up Gruescript for their own projects, but Johnson is the master of this form; short bursts of text, parser/click hybrid, comical, puzzle-fest, old-school.

“Draculaland” calls upon the tropes of the genre, honoring them without being an imitation. The protagonist is Jonathan Harker, friend of the famed vampire hunter “Dr. Van Helsing”. Van Helsing has summoned Jonathan to Transylvania to help defeat Count Dracula, and to hook up with Van Helsing’s daughter, Mina. Soon after the beginning of the story it becomes apparent that Van Helsing has already been killed, so Jonathan is on his own to rescue Mina and then assemble the traditional warding components: Holy water, wooden stake, garlic, etc, etc.

Some of the puzzles were truly inspired replacing a pickled brain with a pickled cauliflower, to steal the brain from the mad scientist’s lab

others felt kind of contrived Flushing a set of low rank playing cards down a toilet in the royal bathroom to get a Royal Flush. The hints are well organized, and I used them several times, but they probably wouldn’t be necessary for a more patient gamer. This kept me entertained for a little over two hours.

While searching up this game, I discovered that a group of Romanian investors have been building a one billion dollar theme park near Bucharest, also named “Draculaland” scheduled to open in 2027. It would be nice if Robin Johnson @robinjohnson could get a cut of that.

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You made me nervous about my own tagging, and I realized that we could both probably stand to add the ‘reviews’ tags to our posts. So I did that for both of them!

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Moving South to “His Majesty’s Royal Space Navy Service Handbook” by Austin Auclair, 2nd place winner of Seed comp 2023. I had never heard of this game before, which is one of the cool things about this Great Play Marathon.

This game reminded me of a lot of early TADS games, with the obsessive searching in, behind, and under everything in sight to find eight (or nine) hidden chapter of the service manual which Sheryl is expected to assemble before leaving work on a Friday night. I say that in the kindest way. The implementation is so solid that it never gets tiring searching everything so thoroughly. Throughout this game, I don’t think I ever ran into a non-customized response. The verbs are handled nicely also. The available actions are very carefully defined, and then progressively removed from the word bank as the player finds the hidden documents which required their use. I only found one verb which wasn’t defined on this list, a real Easter Egg, but not a difficult one for players steeped in the history of 70s interactive fiction.

The actual text of the titular Service Handbook is left largely to the player’s imagination, however every other object in this game is described in ways that build setting and character; The PC is Sheryl, a mid-level supervisor in a autocratic bureaucracy (or is it a bureaucratic autocracy?) with a cult-like devotion to their dear leader Smurg IV. Sheryl is only referred to by her name in third person throughout the story. I assumed Sheryl is a female, but suppose it doesn’t matter. It was an unusual and distancing perspective compared to the typical first or second person view which is more common in IF.

Collecting all eight (or nine) book chapters is a challenge, but one I completed without consulting the hints. Took me a little short of two hours to complete, slowed down somewhat by problems I encountered with online play through my Chrome browser. Desktop play might be faster. The ending was clever and well written.

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Next I travelled SE to C3 “Future Threads” by Xavid. I had peeked at a review of this before I began, a review which described “Future Threads” as a “hidden objects” game. That describes the last game I played (“His Majesties Royal Space Navy Handbook” at B2) so I imagined this might provide a similar experience. That was not the case at all. Indeed, I’m not sure I’d describe this game as “find hidden object” at all. For me it felt more like a time travel puzzle. The PC has visions of the future, and the power to improve the future by their choices right now. The PC must set things up to protect his young ward, Kayla, from the anticipated arrival of seven murderous aliens. The setting is a jungle environment, presumably African. I don’t know if this was intended as a metaphor for the slave trade, but it could be.

I love time travel yarns, so this was an entertaining conceit. For the first half hour I felt rewarded for the discoveries I could make without the hints section. Almost everything I did precipitated some change in the future revealed through my visions. Close the shutters on the house? The invaders won’t be distracted by their reflections. Eventually, though, my progress slowed down and I turned to the in-game hints. They are well written, not giving away too much information too soon, and I was able to make a few additional discoveries. But eventually that source of insight dried up also; the hints were cycling back to hints I’d already read or (worse) cycling to solutions I’d already discovered and executed on my own without the hints.

After about ninety minutes I looked up David Welbourn’s walkthrough and map. I was closer to the end than I imagined, but there were also aspects of the winning solution that I never would have gotten on my own. The syntax for constructing a magical shield was not at all intuitive. Further, some of my earlier discoveries proved to be red herrings (the state of the window shutters I mentioned earlier is unrelated to Kayla’s ultimate success or failure.)

One thing which impressed me with this game are the number of alternative solutions. Welbourn’s walkthrough makes this clear, but I’d already begun to discover that feature on my own. Objects have properties (sharpness, reflectivity, flammability, tieability and so on). It is the combination of properties which provides the correct solution, not the specific objects; this is a feature in many games which effectively present multiple puzzle solutions (see “Metamorphoses” by Emily Short)

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Next travelled SE to “Mary Jane of Tomorrow” which I believed to be a Steph Cherrywell game, but is actually a bit of fan fiction written by Emily Short as a prize after Steph won the 2015 IF Comp for “Brain Guzzlers from Beyond”. Interestingly, even though “Mary Jane” borrows some of Steph Cherrywell’s characters, this felt more like an Emily Short piece, with Short’s characteristic attention to conversation-driven games, clever programming tricks, and French classical aesthetics.

The goal is to choose books to train a robot to mimic your friend Mary Jane, who wants the robot to convincingly take over her gardening shop so she can have some time off. The robot does its best to absorb the tone, content, and skills of every new book you give it. Comedy arises from the robot’s clumsy synthesis of all this new information; (imagine a mash-up of French poetry and American Cowboy jargon). A book can either add new aspects to the robot’s personality or possibly subvert existing attributes. This comedy has aged well; AI slop is more ubiquitous than when this game was first published a decade ago. I had tried this game once before, but found myself paying much closer attention to the robot’s procedurally generated dialog this time around.

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The “Anachronist” is a branching novella written by Peter Levine. The protagonist is Anna, a young woman being burned at the stake in 1596 London. She has been trained in a certain magic art, the ability to remember scenes with photographic detail then retreat into those memories, or even into the memories of others. This form of magic is available to all of us: focussing attention on the fine details of a scene, applying “palace of memory” tricks to recall those details later, and the capacity to retreat into our own imagined spaces to escape a painful reality. Hang on to that idea of imagined spaces. More later.

Early in the introduction, my interest was piqued by the protagonist’s speculation about weather patterns and optical anatomy. This reminded me of the Baroque Cycle, a trilogy written by Neal Stephenson set in London about a half century later (1660s) and featuring a fictional Isaac Newton. Like the Baroque Cycle, the writing in “Anachronist” is dense, descriptive, thought provoking, sometimes funny, sometimes beautiful, and sometimes grim. In one sense, “Anachronist” is much better than “the Baroque Cycle”. Neal Stephenson is skilled at constructing sentences and paragraphs, but his plot design can be rambling, making his books difficult to finish. The “Anachronist”, in contrast, is well plotted. The story begins with Anna, then through a series of stories about ostensibly unrelated characters, gradually weaves back into a whole cloth that explains why Anna has been condemned. If the reader stays with the story long enough, she might even escape.

“Anachronist” is decorated with beautiful graphic images of artwork from the 16th and 17th century, the artwork itself being the sometimes subject of the narrator’s visions and memories. I found myself studying these paintings, wishing they could be expanded to study in more detail, and clicking on them to bring up the citations so I could learn more.

The game is relatively non-interactive: long stretches of text, few branch points, fewer still real branch points. It is possible to skip short sections, but I worried by doing so I might miss an opportunity to increase my knowledge (one two stats being tracked throughout the game). It is also possible to interrupt the story at certain points, returning to the execution and achieve a non-optimal ending. This is far less interactivity than I hope for in a work of IF.

But “Anachronist” isn’t completely without interactivity. There are hidden links throughout which the reader might recognize as anachronistic to the story, or which a player can discover as I did madly clicking everything on the screen the way you would win at “Kings Quest” (Roberta Williams) an early graphic adventure. I hope nobody will judge my strategy as base; the anachronisms are subtle and not easy to recognize. By either strategy, actively searching these links enhances the reader’s focus, a worthy goal for any form of interactivity. Finding them improves the knowledge and entropy game stats, leading to a better outcome.

I’ve long been fascinated by this period of European history, ripe with scientific discovery and religious upheaval. Religious conflict is a central theme in the “Anachronist”. One of the viewpoint characters (Ajita) is an atheist from the Mughal empire (modern Pakistan and India) who escaped his own country for the promise of greater safety and freedom in Europe. That promise is never realized. Later in the story he finds himself trapped for weeks inside the chimney of an English manor house with a secret Priest, both hiding out from Puritan militia. Ajita observes, on multiple occasions, that Protestants and Catholics are at war over nothing more important than the nature of the communal biscuit; not how it’s made or even how it’s served, but its metaphysical properties.

“In my experience,” Ajita said, “it is mainly trivial points of theology that drive Christians to internecine violence. Perhaps an instinct to associate in tribes is native to our species; we naturally obey local chiefs and compete for territory. In modern times, when nations number in the millions, a sense of tribal security is lost among the anonymous crowds. Men invent arbitrary differences to distinguish their own small factions from outsiders. That is the only explanation I can offer for why men enjoy torturing and murdering each other over metaphysical subtleties, such as whether the Godhead demands faith, or deeds, or both.”

Speaking to the Protestant-Catholic division, the historical period described in “The Anachronist” was followed soon after by the bloody English Civil War, during which the Protestant dictator Oliver Cromwell came to power; The English Civil War was the only period of British History when England was without a monarch. The same divisions erupted again three hundred years later during The Troubles in Ireland, which was within my lifetime. I grew up far away from that in the USA, naively unaware of those divisions as a Protestant growing up in a predominantly Catholic suburb of Chicago. I even joined a Catholic Scout troop. Yet I have not heard as much internecine vitriol as I have in the past two years since Zuckerberg changed his business model from hosting a platform for friends to share stories, to a platform promoting AI generated hatebait. Just as in 16th and 17th century England, the only people who benefit from factional discord are the men (or women) who position themselves as authoritarian tribal chiefs.

Point of confession: while playing, I skipped almost entirely the book within a book, a scene where Ajita and other viewpoint characters have been imprisoned in a gaol. To pass time, Ajita recites the unabridged contents of a fifteen chapter book he’s been trying to publish. The text is badly formatted for screen reading, and the story (an imagined Sanskrit-inspired mythology) is entirely non-interactive. If I were Ajita’s cellmate during that recitation, I would be begging the Puritans to throw me on the fire.

Fortunately for me as reader, the contents of that book are referenced and summarized several more times during the main thread, such that I was able to surmise that this book is Ajita’s attempt to create his own allegorical religion.

But the Great King would ask another and more important question. Which of the stories is right? Not every combination of abstractions can be correct. The ultimate success would be writing a new allegory that had the virtue of being true.

Ajita represents the atheist archetype in “The Anachronist”, so it is ironic that he becomes so obsessed with documenting his own imagined universe through his illustrated book.

I stuck with the main story long enough to achieve a positive ending for Anna, about five or six hours of reading. For an impatient reader like me to stick with something that long is a credit to the author (Peter Levine) for their careful plotting, character development, and writing.

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