Drew Cook says nice things about some Ectocomp games

There’s always so much IF to do! I have three WIPs going on, some content in various stages of neglect, and at least one game I should playtest (and I will test it! tomorrow!). There’s a 9k-word essay I’m trying to wrap up. So much IF to do!

And yet, if you pay attention to me on social media, you know: Spring Thing and Ectocomp are my two favorite IF events, and it isn’t even close. I love Ectocomp! I’ve never written about it, though. I’m not much of a reviewer, temperamentally. I have little pet interests that I enjoy diving into, but ultimately, I’m a pretty niche, weird person with niche, weird interests. I like writing about what I like writing about, and, for me, that means focusing on games that I like. You won’t get much constructive criticism out of me, unless you ask me to playtest.

I won’t be making any recommendations. Should you play game X? Don’t ask me! Want to read about interfaces? No guarantees! I will jot down some notes on games that lead me to interesting thoughts, or that yielded a compelling experience. Any game that I talk about here had a payoff, some spark, ember, or nova that made me want to talk about it.

If I don’t post about a specific game, that doesn’t necessarily mean that I didn’t like it. It only means that I wasn’t able to do what I wanted to do here because I lacked the time, imagination, or insight that I was felt necessary.

I don’t know how many of these posts there will be. More than a few, I hope, but certainly less than all. Thanks for looking in! I hope I can come up with some good ideas.

Index
La Petite Mort:
Contaminated Space
Yarry
Your Little Haunting
Die Another Day
Roar
SPILL YOUR GUT
An Admirer
Ghost Hunt
At the Strike of Twelve
Jumpscare Manor
The Depths of Madness
The Column
Forevermore
Rustjaw
As the Eye Can See
Narthex
The Abandoned House Down the Lane
You Promise
your life, and nothing else
Familiar Problems
do not let your left hand know

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Chronologically and mechanically, I suppose the foundational work of the immersive sim oeuvre must be Ultima Underworld: The Stygian Abyss (1992). Thematically, though, a core interest of the genre is the tension between subject and object. To avoid getting too philosophical here, by subject I mean “people” as we think of them in an everyday sense: persons having subjective experiences of life and the world. The object is everything else. In early immersive sim works like Deus Ex and System Shock, the subject is altered–empowered–by becoming more object-like with cybernetic implants (Deus Ex) or neuromods (System Shock).

Usually, there is a price to be paid for these transformations, and affected subjects are often characterized dually as both evolved and degraded. System Shock contrasts this phenomenon with biotechnical transformation. The cybernetically empowered protagonist, known as “the hacker,” must confront a space station filled with formerly-human crew members transmogrified by a horrific virus.


In both cases there is an anxiety–a fear–that a transformation into object might be underway, that a hidden mechanism or infectious agent might rob the protagonist of what makes them human, of their subjectivity.

System Shock 2 (1999) and it’s spiritual descendant Prey (2017) take things even further, and it often feels that the player is confronting a horrific fragility in their nature. Enemies known as “phantoms” (in Prey) are transformed humans, who endlessly repeat human phrases without knowing what they are saying. My personal favorite is “They want to live inside us! Like a disease!” Presumably, this is something a person said or thought before their transformation from subject into object was complete.

This horrific moment in which the subject confronts itself as object, or in which it confronts the possibility of becoming an object (as in infection), or else sees elements of themself as objects (bodily fluids, tissues, etc) is what psychoanalytic critic Julia Kristeva refers to as “abjection.” There is a rich tradition of abject horror in video games. We have powerful responses to representations of the abject because, like representations of the uncanny, they force us to consider where the edge of our humanity is and where it ends.

Abjection is a going concern in the Resident Evil series. Who is infected? Where is the danger? The Alien films are strong examples of abject horror. Possible infections, near-familiar biological “shapes,” fluids, and so forth.

Contaminated Space
KADW

spoilers

Contaminated Space is the story of one person’s encounter with the abject. You might think that because I’ve spent so much time explaining the abject tradition in video games, I’m saying that the story is stale or familiar. Not at all! There are some great touches that make this story its entirely own thing. Who is this protagonist, and why do they do what they do? How did it come to this? Folly? Self-loathing? An isolation so loud that it shouted out everything else?

In reading Contaminated Space for the second time, I consider a different sort of abjection: a bad idea, or an inexplicable tendency. How lonely does someone have to be before they do something incomprehensible, something only vaguely knowable to its acting subject?

You forget the last time you’d spoken to another person. You forget the last person you’d interacted with. Distance seems to distort memory, draw it tight, straining the connection more and more until it snaps, entirely.

The faces of the people you know become blurry, but you never knew them that well.

Can loneliness make an object out of someone? To me, this was the truly terrifying aspect of Contaminated Space. As anyone who has had trouble with mental health might know, sometimes an idea can seem strange to its thinker. While there are plentiful physical details of the protagonist’s transformation, I was mostly drawn to the ways in which they became estranged from humanity before losing it altogether. And, therein, I was afraid.

I think the Petite Mort format is ideal for this work. While constraints can feel like a hardship for authors, I think they became opportunity in this case. We seem to know exactly the right amount about the protagonist, for instance. This is a tight, focused work that does not wear out its welcome. I also think that it shows how IF can do things that other game formats cannot.

…which brings me back to the immersive sim genre. Situating Contaminated Space within a larger tradition of games concerned with transformation and the abject leads me to ask: what interactive problem does abjection solve here? In immersive simulations, the player flirts with the abject in hopes of attaining power. Here, the player must decide whether an abjective transformation can solve a problem (loneliness), and, if so, whether that would be worth it. Shifts in narrative voice make it utterly unclear how much of the protagonist will remain. Is being human more important than escaping isolation? Ultimately, we are invited to consider our options and decide.

As for myself, I already know: there are worse things than being alone.

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A prefatory note:
What do texts mean? Is there a “true” or “correct” interpretation of a novel, or film, or game? I don’t really think so. Whatever virtues or flaws it might have, the meaning of The Empire Strikes Back is, for me, hopelessly tangled up in my experience of seeing it in a theater when I was a little boy. I don’t think there is a Platonic heaven of meaning where the significance of The Empire Strikes Back resides. It ultimately means what it means to me. To me, media is my experience of it.

As an author, I try to be true to this philosophy, and never explain myself or my work. All I can do is “leave it all on the field,” so to speak, and hope for the best. I do the same as a critic: honor my experience to the fullest, and hope for the best. I honor your experience, too: if you found something different in a work, that thing you found belongs to you and is all the more special for it.

Yarry
Zachary Dillon

spoilers

What does it mean to be strange? In many usages, “strange” is a light word. A peanut in its shell might have a strange shape; it is a curiosity. The weather might be strange if possesses unexpected features, like high winds on a day where none when none were predicted. A piece of media could be strange in either pleasing or displeasing ways. Many people experience the classic films of David Lynch as strange in a very positive sense.

It isn’t so good, however, to be a “strange” person. A strange person exists outside of social conventions, and there is something taboo or unnerving about strangeness. “Strange” implies an absence of normalcy, and normalcy (note that I don’t think normalcy is a virtue but rather a construct) is a kind of societal endorsement or minimal bar for its members to get over. “Estrange,” with all of its negative implications, simply means to “alienate” or to “treat like a stranger.”

To be strange is to have become a stranger, to have become estranged from so-called “normalcy,” to have become alien.

Yarry is a story of estrangement, and its unfortunate protagonist Larry is the one who becomes the stranger.

The mind of Larry, that of the stranger ascendent, is one in conflict. He has a very clear idea, at the beginning of the story, of who he is, but this idea is eroded by the very different idea that exists outside of him. Beyond the fragile borders of himself, he is becoming someone else, “Yarry” the not-Larry. Like many representations of the strange in media, at first blush it is amusing and toothless. Consider “eccentric” characters, for instance, as examples of the likably strange. Harmlessly strange. It seems at first blush that Jasper, Larry’s son, is the strange one. What a rascal, we might think. Kids are so fun and wacky.

The humor quickly evaporates, though, as Jasper begins to react to Larry as he might to a stranger, and a frightening one at that.

Even on the bus, he screams. Some people stare at you. Others pointedly stare out the window, which feels just like they’re staring at you. A teenager props her elbows on her thighs and cups her hands over her headphones, presumably to block out the noise.

Soon, Larry’s wife appears to be in cahoots with Jasper: do they know something Larry does not? Next, it’s baristas and fellow customers at the coffee shop who see and hear “Yarry” despite Larry’s experiences of having said otherwise.

Through this process, Larry/not-Larry becomes a stranger. First to others, and then to himself. As the story ends, it is as if Larry has disappeared completely: only not-Larry remains.

You search your eyes, eyes that have apparently become terrifying to your own son. Or maybe that was just for today.

Your skin hangs differently around your eyes and mouth. You’ve got new bags under your eyes. A few gray hairs in your hairline you hadn’t noticed before.

You lie in bed in the dark, not sleeping and against all logic not tired, staring up at the stygian trapezoid of the skylight, and waiting for Jasper’s call.

Wondering what name he’ll use, and who he’ll expect.

“Stygian trapezoid of the skylight” is a gorgeous construction.

I am unable to separate my experience of Yarry from my own experiences of mental illness, which often involve subjective experiences of strangeness or separation from the quote-unquote “normal” world. I think it’s hard for this type of estrangement to be rendered interactively, because balancing “normal” with a negating uncanniness requires a fine touch, and interactive media has “norms” (I mean this in terms of craft, i.e., less negatively) that must be considered for either subversion or adherence. If interaction enables a fantastic or fictionalized self, and estrangement likewise involves false or unsharable realities, then where can the author set an anchor for the player? How to center the “game” part of the game?

I felt Yarry navigated these waters admirably, and it has certainly left an impression that will endure.

Returning to my initial post regarding subjectivity and interpretation: I celebrate the openness of this work, in which no concrete meaning is ever spelled out. Pulling the camera back, I think it’s easy to see, no matter what the author might have intended (since I don’t really consider that), how this work might speak to experiences of being strange or outside in a rather transcendent way. I experienced this work on two levels, then. I saw it as a reflection, first, but second as an opportunity for solidarity or commiseration with others who also feel strange or estranged.

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Regarding Inform 7 and speed IF:
You might say: “Well, now, Drew, that’s all well and good, but you are an Inform 7 author! What of the Inform games?” It’s true, I write Inform games and write about writing them. I write about historically significant parser games, too. Do I have any general thoughts regarding Inform 7 as a speed IF tool?

Last year, I tried–and failed–to make a La Petite Mort game for Ectocomp. Many things got in the way, but chief among them was my own perfectionism. If you’ve struggled with perfectionism, you know I’m not saying that I have high standards for myself. I’m saying that I have a crushing and paralyzing inability to be satisfied with my own work. I need four hours just to proofread something (that I’ve already proofread)! My posts often have typos. If you’ve wondered why, it’s because, if I were to double-check them, I’d never click “reply!” My attempt at a four hour speed-IF work was harrowing and disappointing, and I’m not sure I’ll try again.

But even if I were someone else, if I were somehow different, there would be difficulties. Inform 7 games do and say so much out of the box–this is usually a strength–how can its default responses rest comfortably within an idiosyncratic narrative?

This isn’t so hard to answer. My favorite band of the 90s is Guided by Voices, a so-called “low-fi” band that emphasized songwriting and immediacy over production values. The best parser IF made under time constraints embodies the low-fi aesthetic that I love so much. The main narrative thread takes precedence, and that which cannot support it falls away. Default responses, which may indicate a lack of care in longer works, instead funnel the player toward a fateful conclusion.

Like my favorite poems, speed IF of the parser variety is needle-like in its narrowness.

Your Little Haunting
Christina Nordlander

spoilers

We have been walking a long time, and now it’s dark.

Night has fallen, black as a sheer gap above you, any lampposts far off on the highway.

“Black as a sheer gap above you” is surprising, poetic. There is no sense of who we are or where we are going.

->examine me
You are you.

It isn’t important, or else it is important that we are a non-entity. Who can say? There is little to do in the house, which has apparently been empty a long time. This is all to the good. We can do little more than harm ourselves, in fact, either by drinking contaminated water or, more dangerously, touching live electrical wires. The second action is what moves things forward, as we are joined by a mysterious entity.

->examine ghost
Transparent, its entire nervous system lit by fire. Its head is flung back, its hair streaming out. Its eyes are dark pits.

“Nervous system lit by fire” is another fine phrase. Who or what is this being? They do not respond to our attempts at communication. If we try to touch them, our hand goes through them. If we leave, they do not follow. However, we can enter a room that once was dark and retrieve a flashlight. Since we entered the house looking for light, perhaps our tale is finished. Or is it?

->w
The door creaks as you open it. You step out onto the wet-rotted porch.

You don’t have the flashlight. Your hand, and arm, and the rest of your body, is generating its own pale light.

Turning back to the hallway, you see the faces of your ghosts, bidding you to stay.

*** YOU WERE NEVER GOING TO LEAVE ***

The title is ironic, then, as we ourselves undertake a haunting of this house. This tale participates in the rich tradition of ghost stories in which the protagonist either is–or becomes–a ghost, and discovery of their ghost-ness arrives as a sharp knife-twist.

There are tantalizations–a dark bedroom on the second floor, an oven–that are not yet implemented. I wonder if they will be added in a post-competition release? I would definitely revisit the game if so.

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Thank you for your thoughtful response! I’ve heard a little about abjection before and should really look into the idea more, it seems straight up my alley. Funny how you mention System Shock–I’ve never played any of the games, but when I first heard about the Many I thought they were the coolest thing ever. (What is a drop of rain, compared to the storm? What is a thought, compared to a mind? Our unity is full of wonder, which your tiny individualism cannot even conceive, etc.) Mainly this is because they are a hivemind and hiveminds rank as one of my favorite scifi tropes. The story in general was inspired by my love of hiveminds and associated things. Something compelling about the idea of losing your humanity and becoming unknowable to yourself, being reduced to a component of something greater, transforming into something rich and strange, and so on…

I’ve never played Resident Evil or watched Alien either. I’ve seen derivative stuff, but haven’t been exposed to the actual source material. I should probably get on that.

Anyway, I didn’t expect the short game I spun up in a few hours to get a comment so long and detailed. It was really fun to read.

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I was just curious how long you’ve been playing Ectocomp games?

Ectocomp started as an ADRIFT event. All entries were speed entries written in ADRIFT. ADRIFT in general has fallen by the wayside or out of popular use, but I think the speed/ADRIFT combo was a bigger challenge to production values than the tools that are now mostly used.

There’s a series of ADRIFT games (The Forest House) I have a soft spot for, where two out of three were released in Ectocomp. It impressed me that the author would try to make an ongoing series in these challenging circumstances. They ended up dropping the ball in the spiritual successor, also released in an Ectocomp, Tenebrae Semper (cool name, right?) where the game barely functioned.

I haven’t played any of the speed entries for years now, so I wonder to what extent they work in that same space the ADRIFT quickies used to work in (if at all) where you almost had to know something about programming to be in on the joke, or at least kind acceptance, of a lot of functional broken-ness.

-Wade

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Not long! I came around late 2021 (Gold Machine launched in October of that year), so I wasn’t really paying attention until 2022. Despite being into text games in the 1980s, I haven’t been part of this scene for long (other than as an off-and-on lurker).

I’m a fan of Inform’s Standard Rules, since you can stand up a completely functional game quite quickly, but narratively I can see it being very hard to make that work in a story with its own voice in a speed IF scenario. My guess without knowing ADRIFT is that the technical demands are probably less for Inform but that the text part (Inform games can print a ton of text fresh out of the box) might be harder?

In any case, though, I am approaching speed IF with an appreciation of the constraints involved, some of which would be very hard for me to overcome as an author.

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I try to approach it like it’s improv acting. Just say yes and don’t worry about what comes out. Like with improv, you can have a general plan, but the plan is likely to go sideways and you’ve gotta keep going, and whatever you’ve got at the end is the product. It will most likely suck in many ways. But it’s about embracing the disaster and rolling with the punches, not about making a masterpiece.

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You might be thinking: “Why abjection? Isn’t that just a needlessly academic formulation of body horror?” I like the concept of abjection because it emphasizes psychological and social forces. Think about disgust, for instance. To be disgusted with oneself or with some physical aspect of the self might be a kind of shame. To fear societal reactions to something disgusting in oneself is to fear rejection, banishment, or, to use terms from my comments about Yarry, estrangement or alienation.

Abject horror is more than a physical phenomenon, then, it manifests in our relationships with self and others. As a critic and author, these tensions interest me greatly.

Gregor Samsa’s transformation in “The Metamorphosis,” as an example, does not occur in solitude, and Kafka’s account of it is concerned to a great degree with the way in which others respond to it.

And this thought brings me to…

Die Another Day
Emery Joyce

spoilers

The opening sentence of Die Another Day is a real banger.

You are a normal person.

Most of us will wonder. Is this mere reassurance? The person who most needs to be told such things is the least likely to feel it, I imagine. Let’s click until the flag is unfurled:

You are a normal person.

You just want to live a normal life.

But lately you have been having a problem:

Every day, you die.

Normal with qualifications, then! In a familiar sort of text adventure game, the daily death would be a central problem to solve. There might be a series of puzzles, perhaps, or a potion. A kindly wizard or a vicious witch? Or a kindly witch? Perhaps a nostalgic author would incorporate a maze. And so forth. But that’s not what’s happening here. The death is strikingly and casually credible, a magically realist thing that requires no explanation.

Instead, the problem is the mess that each death causes. This is narrative problem of Die Another Day: how can one exist in society if their daily life is an abjection?

In the mornings, everything is fine. On a good day, you might even make it to late afternoon before you begin to seriously deteriorate. But every evening, your body breaks down, and every night, you die.

Then you wake up the next day and have to deal with the mess you made.

Phrases like “the mess you made” hold the protagonist accountable. The messes are, indeed, confrontations with the abject: bodily fluids, tissues, excretions.

The coughing fits convulse your whole body. One especially violent fit triggers your gag reflex, and you barely make it to the bathroom in time to throw up into the toilet. There are undigested chunks of mushroom in the vomit. Your throat feels raw. Of course, as soon as you finish, you’re back to coughing.

How can someone in such a state exist as a “normal” person in society? The deaths and their aftermath will almost certainly interfere with human interactions. Without special effort, it is impossible to invite guests over.

Even with the cover on the couch, it’s getting hard to stay on top of keeping the living room clean, and the bedroom is even harder. You’ve found that cleanup is easiest if you die in the bathroom, but it’s not really comfortable to hang out there. You could set something up—a small waterproof mattress or something like that—but it would look pretty weird to any guests you might have over, and you don’t know how you’d explain it to them.

#Set up something that you can easily put away when you have company.
#If you never have guests then it’s not a problem, right?
#Never mind. You just have to try harder to keep up with cleaning.

I’m reminded of a trope from zombie apocalypse media: the survivor who gets bitten but doesn’t tell anyone. They must keep it a secret! To return to my short discussion of the abject above: the infected either fears or knows that they have become incompatible with society, that they will be rejected or alienated. They will be estranged as an abjection, as unclean.

The protagonist of Die Another Day faces three crushing problems: the first is the challenge of withstanding the pain and exhaustion of the deaths themselves. However, it often seems that they are able to endure that burden. But there follows the horror of revival, in which the protagonist confronts their own biological leavings, their object-ness.

The third one, though, is the one that drives the action in this story: can the player balance the energy required for human and social connectedness with the energy needed to recover from a daily death? Is it possible to get groceries AND write a long-form interactive fiction game? Is a museum trip advisable? What about working eight hours? In other words, can an abjection coexist in secret–the dying is a secret–with quote-unquote “normal” society, exist as a “normal” person?

I find Die Another Day very rich, conceptually, and, like Yarry and Contaminated Space, I’m led to think about the ways in which loneliness, isolation, or otherness can inform (or deform) our relations with our fellow human beings. While I think there’s a pretty reasonable reading regarding disability and a desire to live or exist as a “normal” person, I appreciate that there’s a lot of “play” (in the deconstructionist sense of there being room for interpretation) in this story. To me, its dramatization of managing the exhaustion of secrecy and difference while hoping to satisfy entirely human desires for friendship, belonging, and fulfillment ring true.

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When my partner Callie’s dissertation research began to explore the relatively young field of animal studies, I took an interest. Jacques Derrida, who was very fashionable during my undergraduate years, wrote The Animal That Therefore I Am, a text considered foundational to the field.

I made a fumbling attempt to incorporate animal studies in an essay on Infocom’s Starcross a few years ago. I think I had the right idea, but my argument was a bit messy. I’ve been interested in exploring characterizations of animals in Brian Moriarty’s Trinity, which I experience as representing humanity’s rather depraved carelessness regarding life on earth (there are more creatures yet to discuss there!).

All this being so, I was exited to check out Roar. Just like the author, " It never felt strange that I was always on the side of the animals."

Roar
Hatless

Summary

A detour: when I was a teenager with dreams of writing, I fell in love with Ionesco’s play Rhinoceros. The fact that I read it at all is strange: I’ve only met one person who ever mentioned it to me, and I’ve never seen it recommended in print. Fortunely, the one person who mentioned it owned a copy!

In Rhinoceros, humans transform into Rhinoceroses. It is a movement and a trend. It is also, so far as I can guess, a metaphor for populist fascism. It’s absurd, then, in the way that so many good horror stories are. Humanity is vanishing, and what remains will be destructive and inarticulate. Just as in Contaminated Space above, resisting transformation and remaining human dooms one to complete and total isolation.

Now, the animal studies counter to Ionesco might be–and Brian Moriarty seems to agree–that we humans are thoughtlessly destructive enough already. Rhinoceroses might even be a step up.

Let’s consider the case of Roar, then, a breathless dramatization of one non-human primate’s escape from a deadly global conflict between humans and non-human animals (humans are animals, after all). When I say “breathless,” I mean b-r-e-a-t-h-l-e-s-s, friends. Thanks to an endlessly scrolling interface, the text is a contiguous stream of misadventures and escapes spanning multiple continents and bodies of water.

You speed down the streets of Mombasa, a sprinting rhino at your heels. You shoot at Simmonds.

He screams and tumbles from the vehicle.

“There’s the chopper!” Simmons points to a helicopter descending behind an enorumous box-like superstore.

You swerve around a pile of red barrels with ‘danger’ signs on them. You shoot at the barrels.

WHUMP! The blast tumbles the rhino sideways into the canal like a grey wrecking ball.

That’s right, you can shoot red barrels to blow up enemies just like a Resident Evil character. This is a fun, fast, and utterly humorous text with a surprising ability to keep topping itself. Pop culture, consumerism, everything is in-bounds. Elsewhere, a pitched “battle” in a big-box store:

The polar bear smacks into the signboard and has its head trapped in between 🡐 Sleeping Goods and 🡒 Camping Gear. You ricochet off a display of bunk beds, still accelerating as you hurtle towards the war wall of the warehouse.

Ahead, the floor has caved in entirely across the aisle, forming a kind of impromptu flooded crater with a family of hippos wallowing in the mud-filled center.

Further on, confrontations with giant squid and a dinosaur.

It’s all a bit surprising when the end is reached: the protagonist was carrying a treaty of some sort that settles matters. Is it a magical treaty? A geas of some sort? My feeling is that the animals likely have some legitimate beefs. The twist is that the protagonist is an ape colluding with humans. We are the good (non-human) animal, then. Are we the only one? No telling what my own cats would be up to.

Roar is so much fun that not even a crank like me would grouse over the ending. This is the first work I’ve played where I was genuinely surprised by the time limit: “how did they do that?” Having just added over 60 animal references to a work in progress, I was very happy to see a pangolin menioned (I have one, too!).

Returning to Rhinoceros: I was curious about the conflict between humans and animals. Perhaps it isn’t important in a work like this but, because the author and I both were always on the side of the animals, I wondered why they fought, and how the protagonist joined the human side.

But in the end, it’s too much fun to get fussed about. I’d happily replay a post-comp release!

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I said I’m working on new games. And I am! D–the protagonist of Repeat the Ending–turns up in each of them, though not necessarily as a protagonist. In planning and writing these works, I’ve wondered: “What will the nice people who have come to like D think?” Will it be good to see D again, or will he be a bit of a disappointment? Perhaps D’s story already feels complete. Why bring him back?

I’m talking about my own misgivings here as a writer, here, and not about anyone else’s work or characters. But I must admit to carrying these anxieties with me (that’s what I do with anxiety) on my recent foray into the GUTverse.

SPILL YOUR GUT
Coral Nulla

spoilers

Whatever happened to GUT ? First they were gonna be the next big obscure indie band. Then they made a horror movie. There was talk of a sequel, but there must’ve been a glitch. I haven’t heard from them since. Where are they now? Could be anywhere. Ah well. Onto the next batch.

GUT THE MOVIE
Coral Nulla

spoilers

GUT THE MOVIE is a thrilling exuberance. The members of a not-terribly-successful rock band, GUT, set out to make a horror movie. They have no money, and the amount of talent in play is up for debate, but they keep getting awarded larger and larger budgets. I clicked through each of the possibilities because it was such a fun read. A very impressive four hour game from 2023.

GUT THE MOVIE 2: GUTTER THE TWOVIES
Coral Nulla

spoilers

An entrant in this year’s Really Bad IF Jam, G2 claims to have been made in four minutes, making it eligible as a “le trés petite mort” game. It also claims to be a multiplayer game. Even though it’s obviously a joke, GUT THE MOVIE 2 manages to get to something I really valued in GUT THE MOVIE: it embodies to me a sort of DIY punk or low-fi aesthetic in which the creative impulse, or joy in creation, is as important as or more important than technical prowess. Don’t get me wrong: I’m not saying these games are technically incompetent (though G2 deliberately mimics incompetence in the spirit of the Really Bad IF Jam). They just don’t privilege competence over commitment, sincerity, and what I perceive as joy in the creative act itself.

SPILL YOUR GUT [continued]
Coral Nulla

My initial response to SPILL YOUR GUT, having played the three games back to back, was: “I wish these people were happier.” I had come to like them, and that was what I wanted for them. But an author doesn’t owe me or anyone else that. Even if the tone feels radically different, SYG is thematically true to what has come before it.

The title SPILL YOUR GUT implies confession, or at least the disclosure of secrets, and the work can be experienced as “confessional.” I don’t mean this in a John Berryman or Sylvia Plath kind of way, because I don’t have any idea what the author thinks about these characters. I simply mean that the members of GUT are speaking about their interiorities: the first person “I” is used throughout each of their substories, and I experienced a lot of what they had to say as emotionally challenging, difficult.

The experiences of each of the three members are rendered vividly in a visual sense, as they use a striking interface first employed in the Bluebeard Jam (though I’m not familiar with that work). Low-dpi fonts and scrollbars, and high-contrast red, blue, or green artifacts. It isn’t immediately clear what the choices mean, and this is undoubtedly deliberate. Finding their endings requires a bit of metatextual knowingness. All taken in total, the sum effect of these constructions is a kind of bewildered anguish.

Subverting expectations once again, the “Stace” option, which was employed as a jokey ending in GUT THE MOVIE, is used to contextualize everything and introduce genre-specific tropes (spectacular deaths, a monster, etc). This is where the exuberance of GUT THE MOVIE returns, as Jack and Stace one-up each-other in a cycle of increasingly cosmic cartoon violence. Is Jack the author, the god of this fictional world? Is this about the joy of creation, after all? It is hard to say, as there is a breathlessness to Stace’s (Jack’s, really) narrative that might be experienced as joy, but it feels more smirk than smile. Perhaps it is the despair of Moriarty and Holmes tumbling over a cliff. Whatever this conclusion might mean, it manages to engage with the constrained writing situation of the La Petit Morte category in a way that feels additive and significant.

Taken in total, I experienced SPILL YOUR GUT as a continuation of or an elaboration on the series’ valuation of commitment and sincerity, and the spare interface helps reinforce that impression. I’m rather amazed that this came together in four hours; it’s really quite something.

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One of the exciting outcomes from trying to learn Inform 7 has been learning new way to think about a game’s construction. One aspect of that is purely technical, i.e., “ah, I wonder how they did that?” or “what a cool way to do x”. It isn’t just that, though. I like thinking about the ways a tactic or design enables storytelling…

An Admirer
Amanda Walker

spoilers

The artwork for An Admirer features a large, pink heart graced by four smaller hearts at the corners of the frame. Superimposed over it is the text “An Admirer.” The letters are white, outlined with a thin, black line. At first glance, they seem nearly whimsical or romantic: perhaps they belong on the front of a winningly off-kilter valentine. I say “nearly whimsical,” because there is something sharp about them, like an evil witch’s handwriting in an old point-and-click game.

This is to say nothing of the background, which is a photograph of a thick snarl of segmented worms.

Having made this first impression, the game itself advises us that we can leave when we want. How reassuring!

There is no end except for the one you make by typing QUIT or Q.

There’s more to it than that, though. The final ending of an Inform 7 game (referred to as the “victorious” one programmatically) is generally thought of as a win state, though naturally “winning” can be a very ambiguous thing. This is a game that cannot be won.

Or lost, I suppose, though we seem to be witnessing a process of losing.

One last round of introductions!

An Admirer
An Interactive Fiction by Amanda Walker
Release 1 / Serial number 241030 / Inform 7 build 6M62 (I6/v6.34 lib 6/12N)

Hello!

I think it’s important to recognize that, while yes, in speed IF some things defaults will be left alone, it can also be true that defaults can be effective in the right context. For instance, “An Interactive Fiction,” is a default headline or subtitle. It’s also a fortunate innocuousness, situated where it is before the arresting “Hello!” that greets us.

That “Hello!” is off-putting rather than friendly, both because of what comes before but also because it is a violation of the standard or familiar: parser games almost always begin in this way:

  • An introductory blurb about Krill, the spacecraft, etc. Some kind of setup. (optional)
  • Banner text (name, author, compiler info, etc)
  • Room name (in bold)
  • Room description
    Our greeter violates conventions, they/it push things out of the way, they/it jump in line. The “hello” is not just for show, either. The speaker gets angry if they/it can’t get a reply.

>frob

It hurts me that you don’t even greet me. It makes me angry.

At first, I thought this greeter was some kind of toxic, online man. That’s about my own online experiences and not some analysis of the author, to be clear. I continued to hear the voice of the admirer as male, even after it seemed that this wasn’t just some everyday–though still awful–real-world creep. It seems consumption or possession is the speaker’s primary interest:

We should talk about how you’ll make it up to me. How unless you do I’ll take your breath and wear your skin. How I’ll take everything that is you and make it me.

But it’s complicated! There’s also the matter of “how you’ll make it up to me” which implies history or a need for vengeance. Is this a ghost’s generalized hatred of the living? Or something more specific? In any case, there is a good deal of unnerving text about breath, skin, the heart, all genre appropriate.

The idea of a “vaguely proximal narrator,” a speaker who is observing the protagonist in some way, is attractive and repulsive. The Princess of Forsaken Denizen might come to mind, but I’m thinking of a more indeterminate situation like that of An Admirer. The narrator sees, but is not seen. Or even known. That’s a common state of affairs in fiction, but it becomes uncomfortable if relations between protagonist and narrator reach an uncanny level of specificity. That is, the narrator possesses intimate knowledge and speaks as if an intimate, but there is no corresponding intimacy (or even human regard).

While I’ve discussed estrangement and strangeness in my reviews, those other games feature protagonists who are in states of estrangement or “strangeness.” Even though it seems that the admirer hopes to turn the protagonist into a stranger of sorts, this is fundamentally different. The admirer is the real stranger here: invisible, uninvited, intrusive. A mention of keyboard and screen has a fourth-wall implication, yes, but it also calls me back to the idea of toxic online discourse. In what ways is the protagonist seen by the presence?

>desire
Like a pain in the heart although I don’t have a heart but I can hear yours beating and I need need need to get closer to it. Like when you type, talking to me and it’s like the beat of your heart and I’m so hungry for it.

I had an unpleasant experience of feeling surveilled from a kind of supernatural panopticon. From where is this entity looking, and what do they see? Is the protagonist ever alone? What has this being seen already? Looking past implications of consumption, absorption, or possession, what I felt most deeply was anxiety over the loss of privacy and boundaries, the dissolution of what separates everything that is the protagonist from everything else. That house is no home!

Design-wise, I was excited by the possibilities of the interface, which I have described elsewhere as “evil Eliza.” A design like this could leave a lot of head space for writing potent and alarming sentences like the ones found here. I also thought–happy coincidence or not–that some default responses were effective, since this work felt a bit off-kilter, parser wise, with some pattern-recognition type inputs accepted. It left me wondering how and if Standard Rules responses might be used to good effect.

I wonder if there will be a post-release? I would definitely check one out.

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I went fishing around in my mental file drawer labeled “loose ideas” for something that I could maybe do in 4 hours, and came up with this one, which has been floating around in that drawer for some years, and which took a little more shape when ChatBots got big. I thought-- I can turn everything off! And just write responses to possible topics! And not have to code anything else!

And I did OK but not great with it. I didn’t anticipate feeling sort of sad because I’d used this idea up on a Petite Mort. After the 4 hours were up, I was like, damn. That could have actually been a pretty good game if I had given it 4 months instead of 4 hours. So I might clean it up a little bit, but I don’t know if I’ll do much with it because I feel like I misused the idea and now it’s spoilered for anything else.

Thanks for the review!

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ah, yeah, that’s a totally relatable feeling :frowning: thanks for making it regardless, I enjoyed thinking about it as player/author.

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You might be thinking, “This is all so serious, can’t this Cook guy just enjoy things?” I can and I do! Be assured, I have enjoyed everything that I have written about here.

As an author, I like it when someone spends time thinking about my work, because people invest in what they value. That’s what these posts are: investments of time and thought in other peoples games.


Ghost Hunt
Dee Cooke

spoilers

Halloween is my favorite holiday, and it always has been. This was my childhood assessment of major American holidays:

  • Christmas: Presents and time away from school. However, a lot of that time away was spent with extended family, which often felt worse than school.
  • Thanksgiving: No presents, less time away.
  • Easter: Candy, egg hunt. But agoraphobia in a church.
  • Halloween: Candy, costumes. Best decorations. Best pop culture/media. Secular wonder.

There is a certain type of children’s Halloween story that draws me back to the feelings of delight and excitement I associate with Halloween, to those bright spots in my youth. Ghost Hunt is one of those stories. Why is that? What would child Drew have loved in Ghost Hunt?

The protagonist, living a possibly mundane life (making an exception for the coffin in the basement) is suddenly in a world of magic, where ghosts and magic boxes are real. As a child, I always wanted to flip the switch that would reveal the hidden mysteries of the world. Here, that switch is the coffin.

Having flipped that switch, the child has a simple quest: round up escaped ghosts and get them back into the box. Along the way, the protagonist gets to do other things I would have enjoyed, like staying out of trouble with parents and outsmarting siblings. There is a ghost under a witch’s hat! What child wouldn’t enjoy discovering such a thing? Surely some adults would, too. I can’t be the only one.

I also enjoyed the delineation between the magical world within the house and the mundane, adult world in the garden. The kids are always in the know in these stories, and it’s the adults who don’t know what’s going on. In my experience, this was often true.

The puzzles aren’t hard or even terribly puzzle-like, which is great. I didn’t so much want to solve problems as I wanted to imagine my young self making progress and feeling quite glad for it. There was a kind of double enjoyment for me here, as I both enjoyed playing in the present as well as imagining myself playing in the past.

Besides what has already been mentioned, the child-centered narrator of Ghost Hunt, which never speaks as a patronizing adult, is an essential feature of this kind of story.

The author has already said that a post-release is planned. It will include not only a bit of polish but new content as well! I look forward to it.

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Thanks for your lovely review!

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I’ve written a lot about themes and audiences, but what about vibes?

At the Strike of Twelve
Raiden c/o One Boat Crew

spoilers

What interests me most about At the Strike of Twelve is the way it establishes and maintains a mood throughout its short narrative. It features abrupt shifts in perspective, which have a nicely bewildering effect. Repeating motifs and sensory details create narrative and emotional anchors that keep the player steady, even when things feel off-balance. Such motifs include the detective’s callouses hands and recurring sounds.

Despite the presence of a detective, I felt the story was more mysterious than it was a mystery, and I mean this in a good way. I had strong feelings of curiosity and dread as I read on. I’d also like to acknowledge that At the Strike of Twelve features a graveyard, a ghost, a monster, and a murder. I really appreciate this work’s commitment to the spirit of this jam, as it features strong use of recognizable genre elements and even stronger vibes.

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Thank you very much for playing and reviewing Raiden’s gamebook. The review has been shared with the author.

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How do I, Drew Cook, rate games? What is my process? I can tell you that I don’t have an “I don’t like thing” rating. For instance, I don’t like college football, but I would never rate a game poorly because it is about college football. I don’t expect authors to cater to my tastes, as I think that would get pretty boring for everyone, including me.

In fact, there are a lot of games that I find pretty uninteresting, content-wise, but I recognize that they demonstrate a clear application of craft and care. That deserves respect, so I rate those games well.

However, because I haven’t signed a ratings contract, I do sometimes do the opposite and rate games highly simply because they are enjoyable to me. Life can be quite hard, after all, and I am grateful for whatever joy I can find for myself.

A case in point would be Damon L. Wakes’s Uninteractive Fiction, the most poorly rated game in the 2024 annual Interactive Fiction Competition. I think I saw one player say that a short game was never worth more than five out of ten points (I can’t wait to show them my Spring Thing game!), and perhaps there is a commonly held idea about length, effort, and quality. I understand completely. I just said that I rate games I don’t like highly, provided they demonstrate craft and care!

However, Uninteractive Fiction spawned a lot of fun conversations about the medium, and there were some pretty good jokes here and elsewhere. I got a lot of pleasure out of this metagame, and none of it would have happened without Uninteractive Fiction.

In truth, on a per-line basis, the code for Uninteractive Fiction generated more smiles for me than anything else I played. I rated it an eight. If you looked at the results and wondered, “who the hell is handing out these high ratings?” I was one of those people. I still feel the same way about it, too.

Jumpscare Manor
Damon L. Wakes

spoilers

I, a bumbling rustic from the hills of western Arkansas, might have been forty before I heard the name “Cluedo.” It was Clue where I came from, and we played it quite a bit. I was always intrigued by Miss Scarlet, who looked out from her card as if in the midst of a silent, appraising condescension. She was the most interesting–in my boyish reckoning–of all the suspects.

I feel a bit confident–without checking–that the geography of Jumpscare Manor corresponds in some way to that of the Clue. The characters aren’t there, though, it’s just you and the anticipation inspired by the title.

There is a jumpscare, as promised.

I had two thoughts. The first is this: it would be nice if we could talk about IF all year the way we during IF Comp, wouldn’t it? Whatever the quality of Jumpscare Manor might be, it can’t give us the Uninteractive Fiction experience because a huge part of that is people showing up and talking about games. My experience of it is inseparable from its venue. That’s true all of the time, but perhaps it is more true for games like Jumpscare Manor.

The other thing I thought is that a werewolf failing to be scary to the sound of a trombone would have been a nice experience. Speaking as a fan.

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Sorry to randomly jump into this thread, but I have thought about this a bit! (To be fair, I haven’t really experienced the forum/comp “off-season” yet). Part of why I decided to do an EctoComp thread and retain most of the same response format is the idea of, well, writing for the discourse that you want, rather than what is necessarily there. And I personally felt that the EctoComp games were as interesting and engaging to write about as the IF Comp games, even though they are (on average) smaller-scale projects.

I figure, the more people that show up (in good faith) to discuss various comps/events is a “rising tides lift all ships” situation. Maybe this is a banal observation but I feel that, even doing this thread as you are is helping contribute toward building the kind of energy that you want to see.

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