FIFP Round 1, Division 4 (Voting/Fan Choice Commentary)

Anchorhead is well known, I won’t spend a lot of time writing about it. If you like the horror genre, especially that of HP Lovecraft, you absolutely must play this, and if you don’t, you probably will not enjoy it. It is one of my favorite games of all time. Not favorite IF games… favorite games, period. I learned recently that 2018 brought us a 20th-anniversary revised edition of Anchorhead that is for sale on Steam and itch.io… I know what I’m going to be doing as soon as I get $10 and a week or two of free time to delve back into this masterpiece.

Known Unknowns I really didn’t get that far into this, but it is extremely witty, with memorable characters, an easy-to-use and frustration-free web-based interface, and some cute portraits of the characters to go along with the witty dialogue. Its a high-school story involving a possibly-supernatural investigation by the editor and reporter of the school newspaper. The character relationships are fun, and the overall plot is simple enough to not detract from the relationships, but intriguing enough to keep forward momentum for the story. Plus, you just click to do things, so less typing, more reading, and more exploring. I did notice that conversation paths tend to close off unchosen branches, but I’m not convinced that makes it replayable other than if you wanted to see different dialogue. But hey, it might have different endings. Will have to report back when I finish it.

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Treasures of a Slaver’s Kingdom is written by S. John Ross, an author of RPG-related stuff going back to the good old days of GURPS and Pyramid Magazine (where I’d first encountered his work). Imagine my surprise to see that not only had S. John Ross invented a whole actual RPG just as a gag for a text adventure game (Encounter Critical) but that the text adventure game, while goofy and spoofy, was actually really good! Honestly, I liked reading the PDF booklet and RPG rules for Treasures as much or more than playing. Reading it is definitely helpful for figuring out what to do. But this is a very polished game, done in a style that does harken back to ye ol’ days of Zorkmids and Rezrovs. And who doesn’t want to be an escaped slave bent on revenge and world domination in a crazy gonzo-sci-fi-fantasy romp? This actually makes me want to play Encounter Critical for real. :slight_smile:

Bronze Emily Short takes the classic Beauty and the Beast fairy tale and twists it into an intriguing story about relationships. Oh yeah, let’s add some clever puzzles and a gigantic castle to explore as well. I really liked Bronze. It felt fair but not punishing. It’s a big map, but some of it is closed off until you start to figure out a few easier puzzles and reveal more of the story in a very clever, subtle way that Emily excels at. There are a lot of things to examine and learn more about: the history of the castle, the nature of the curse, and, of course, the relationship between Beauty and the Beast. Well done. This was also an example game for Inform 7, so there’s the source for when you’re ready to learn how it was done.

Harmonia is, oh my, this is absolutely lovely. The interface, the presentation, and the compelling mystery. This is one of those games that begs to be played from the website as opposed to an interpreter (not even sure it can be). The illustrations are marvelous, as is the little pop up side notes and the “built-in feelies” like excerpts from old documents. The subject matter of Utopian literature and experiments is fascinating. There are memorable characters, and the writing is excellent. Overall, this is wonderful, highly recommend that everyone check this out.

Savoir-Faire is another memorable and clever puzzle-romp by Emily Short, and one that probably many people have at least attempted. It is difficult; it’s probably not the best title for a newbie. But also, I think, very replayable, especially with the curious linking and experimenting with all the items. The narrator is incorrigible but lovable. The PDF “feelies” are very helpful.

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That’s time! One match is a tie, so a coin flip will be necessary. Stay tuned…

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The coin flip went to Bronze, which means that two works by Emily Short will square off in Round 2. Final standings for the segment and the match summaries have been posted.

There were two significant upset victories in this segment, by The Impossible Stairs and Alias ‘The Magpie’. Although mathbrush has declined to participate in an interview to avoid any implication of undue influence, author J. J. Guest has already agreed to talk to our mobile camera crew, so watch this space!

EDIT: Just an update on this: I haven’t forgotten! Last I heard from J. J. Guest, on July 05, he was “very happy” to participate in an interview. I sent the questions off on July 06 after the win was official, but I haven’t heard back from him yet. It seems he hasn’t been on the forum since July 08, so I assume that he’ll be sending answers when he returns.

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With his own two works now out of the tournament, author Brian Rushton agreed to answer some questions in recognition of The Impossible Stairs’s upset win in Round 1. Here’s what he had to say when our mobile camera team found him in the stands…


Q: The Impossible Stairs beat 4x4 Archipelago, which was 9 places higher in the seed rankings for the tournament. Your own review of your game’s opponent was positive overall, with a 5-star ranking and the most agreements of any review for the game on IFDB. What do you think was/were the factor(s) that gave The Impossible Stairs the edge in the tournament?

BR: It’s hard for me to see my own game from ‘outside’ effectively. I think that people liked the subject matter, because it’s really about family and loss and memory, which several games in the competition have been about.

Also I think it’s part of a larger trend in this competition; on average choice-based games have been losing more matches than parser games.


Q: You are uniquely positioned within the IF community (and quite probably the world) as the person with the most experience with interactive fiction as a form. As of this writing, you have reviewed almost 1/4 (23.2%) of all games listed on IFDB; nobody else is even close. What is it about interactive fiction that drives you to devote so much of your life to it as a topic of study and criticism?

BR: The things I like about interactive fiction the most as a field of study are that:

  • It is (largely) free. I have had very little spare money in the last decade.
  • It feels large enough that there’s always more to play but small enough that knowing it all feels almost obtainable.
  • Many of the people that make IF are nice to talk to.
  • There’s a lot of IF without strong profanity or sexuality.

I’d love to say there’s something about the medium itself that draws me, but all artistic endeavors are about sharing a piece of yourself with others, and a painting or movie could do that as well as IF. But a lot of movies have content I just can’t watch, and there are more books written every month than I could read in years. IF is manageable and nice.


Q: The definition of interactive fiction is a topic that can be contentious. Based on your own experience and insights, how do you define the form?

BR: I think interactive fiction is any game or story that allows for some agency from the player (even if it’s just the timing of clicks) and where it would remain largely the same even if all visuals were stripped out.

But no definition is perfect; for instance, visual novels are clearly IF (even without pictures you can follow the stories) but they are so much more prolific and popular than the IF we do that it would overwhelm the database and the competitions if the two communities merge. So, in a way IF is ‘whatever gets entered into the competitions that people like’.

A third definition for me would be based on what made IF easy for me to play. I played IF as a young father with a stressful job, and I needed something I could pick up and put down and multitask with and play at my own pace. So text that I can read as fast or slow as I want (no timed events), games that I can stop at anytime to do something else, apps that can fit in a window for multitasking, no video or sound that can wake up a baby or disturb others. That’s why I very much dislike timed text, for instance. This is a selfish ‘definition’ of IF that is basically “IF is what is convenient for me to play”.


Q: With 25 published games listed on IFDB, it’s clear that you’ve experimented with multiple tools, but over 2/3 of them list “Inform 7” as their development system. What is it about Inform that keeps you coming back to it as your tool of preference? Why did you choose it over others when you were first getting started?

BR: Inform is a game in and of itself. You type in natural sentences, but only some are recognized, so you have to choose the sentences that will achieve your goal. It’s the greatest game, because anything is possible.

I chose it when I started because I was emulating Emily Short. I found her code for Glass and reworked it to be my game. I was really confused at first; I thought, ‘this is a great description for code, but where is the actual code? There is a room called ___? Great, how do I code that?’ Discovering the truth was really fun.

I stick with Inform because each language guides the author towards what it was intended for. Inform really likes creating systems of interactions, and scenes, and I like both of those things.


Q: Who are the IF authors that you consider to be most influential to your own work? What lessons have you learned from them?

BR: Ryan Veeder is probably my number one inspiration. While I like his games pretty well (many in my top 10%) none of them are my favorites, but his writing style and humor are things I aspire to and consciously imitate. He’s probably influenced me more than anyone (as I write this I have a plush vampire I won from the last Ryan Veeder expo I was part of. I was crushed to find Moondrop Isle was closed and I couldn’t participate at all; it’s why I haven’t played it yet, I have to overcome my sadness first).

Emily Short wrote most of the Inform examples and has more code sources than anyone else. Much of my game code is from Emily Short; I think around 5,000 to 10,000 words of Never Gives Up Her Dead is directly from her examples, modified to mesh with each other.

Chandler Groover is another. He has helped me so many times that I feel like he is a close friend to me that I would do a lot to help. His games are like polar opposites of mine and many of the things I shun he embraces, but his darkest games are run through with a streak of burning hope that is essential to his style. I remember making Grooverland in tribute to him and saying I wanted to end with the character trapped in the park forever as a statue and he said that that was too dark.

Finally, Astrid Dalmady and Brendan Hennessy are the choice authors I fanboy over the most. Astrid was the first Twine author that ‘clicked’ for me; I played You are Standing at a Crossroads and thought, ‘Oh, so that’s what Twine is. This is what people like’. And then Brendan is one of my favorite writers in all of fiction, not just IF.


Q: You are a professional mathematician. How does a mathematician’s outlook affect your perception of IF? What aspects of craft most impress you in your favorite works?

BR: Parser IF and math research have the same kind of ‘reward loop’ where you beat your head against a wall for a while and then get an ‘aha’ moment that is very rewarding.

That’s one reason a lot of people don’t like parser IF (or crosswords), because you spend so much time on dead ends before you hit the reward.

Although, I didn’t really succeed in math research and I use walkthroughs a lot, but that’s life. A walkthrough can be like a good textbook. I felt guilty about walkthroughs for a while, assuming no one else used them, but then I saw Emily Short and Andrew Plotkin mention using one, and I thought, ‘okay, so everyone’s doing it.’

My favorite aspects of craft aren’t actually math related, it’s more about the little touches. The thing I love about Curses every time I play it are the little boxed quotations (and I’m still so sad Glulx can’t do those the real way). I like Cannery Vale because of the responsive way the world changes. I love Worlds Apart for things like the locket that comment on the world around you.


Q: How does it feel to have two games listed in the top 0.5% of all works on IFDB according to the Top 100 algorithm?

BR: I think that’s great! I make games because I hope people like them, so this feels good to me!


Q: In your description of your first experience with interactive fiction on another thread, you mention that you “remember[ed] seeing Zork on [your] dad’s computer as a kid” but imply that you only first played any games circa 2010. Was there lingering curiosity about interactive fiction from your younger years, or was your interest in IF formed wholly during your adult years?

BR: I had a few other IF experiences as a kid. I played a game called Hacker that let you guess passwords and then access satellites that was fun, and in 6th grade we had some IF that felt like it was related to Alice in Wonderland and had riddles about roses.

But I was a JRPG kid. I played FFVII for hours, and got emulators and played Secret of Mana 1 and 2 and FFV and Lufia II and Chrono Trigger. I was obsessed. I’ve resolved to keep the law as an adult and so I can’t access those games anymore. IF filled the void.


Q: What was your biggest hobby before interactive fiction?

BR: Editing Wikipedia. I had hundreds and even thousands of edits on math Wikipedia. They sent me a T-shirt to thank me, which was sweet. I rewrote Addition and Topology and restructured Symmetry into two articles.

I stopped when I tried to get an article to be a Featured Article because I felt like nothing I wrote could be good enough for the editors, like it was a constant battle to be accepted. It was especially hard because the reason I had failed as a professor was because my papers were being rejected, not because of factual errors, but because the referees said ‘the writing is bad’, ‘the writing is quite bad’, etc. I was using Wikipedia as way to prove I could write, but I didn’t get the approval I was looking for. So I tried IF, and came in with the attitude that it would be like everything else, that Andrew Plotkin and Emily Short and Adam Cadre and a list of other people would be the big meanies who would hate me and I’d have to prove myself to them to be valid as a person.

Ironically none of the people I wanted to prove myself to have ever seemed interested in my work at all and, outside of Emily Short, I doubt any of them have played one game of mine. Instead, I just kept making stuff and had fun interacting with people who were new like me, and we all grew to be better authors and enjoy each other’s work.

Reading my stuff from back then, I really was a bad writer. I should have just focused on getting better instead of proving I was already good, but I got better in the end, mostly by making a lot of games, reading every IFWiki craft and theory article, playing and analyzing thousands of past games, starting a writing workshop with some students at my school, etc.


Q: It seems that you were playing IF for about five years before you decided to try to write some yourself – is that correct? Describe the process that led you to make the leap from player to author. Was Ether the first game that you ever wrote, or were there previous unpublished efforts?

BR: In those 5 years, I only played the first few months and at the end.

I didn’t have a computer of my own in college because I didn’t want one; I felt like computers isolate you from others. I would have gotten an iPhone, which would be more welcoming with its ‘open’ structure, but the fonts were too small. So when iPad’s came out, they were like iPhones but big, so I bought one of the first ones. I tried to think of games, remembered Zork from my childhood, searched it, and found Frotz.

I loved all the games on it and thought they were all the IF canon (which is why I was surprised people don’t talk about Heroes or The Weapon more). But Vespers and Varicella really disturbed me, especially because in trying to win I typed evil commands and the game accepted them. I also got married and my wife wanted me to stop playing video games that she didn’t also play, so I stopped for five years.

Once I got back into IF, I discovered it was still being made; I had thought it was dead! I played a ton of games and became the top reviewer in just a few months. Learning about all the games, I realized that some concepts had not been implemented, which I thought was silly and wanted to fix. I did Ether because people said that 3d movement was impossible. I did Color the Truth because they said conversation was a challenge.

I only made one other test game before Ether. It was about Abraham and Isaac going to the mountain and Abraham sacrificing him. But the one person who tested it couldn’t find the gloves I had hidden in a pile of scree. So for Ether I was determined to make every object clearly visible; in fact, you’re floating in a void with every object visible from every room.


Q: What’s your advice to new or would-be authors of interactive fiction?

BR: Don’t be afraid of failure! I see so many people who never make anything big because they couldn’t handle people not liking it. I see people who never make anything small because they’re afraid of having bad games. Failure is the lifeblood of learning. There are some people like Jeremy Freese who burst onto stage with a perfect game and flee, but I love seeing the journey of people the most who try, learn from failure, and revise their strategy.

Also a lot of people want to master a language before writing a game, but I feel like you master a language by writing games.


Q: Aside from those involving your own games, which matches have had the most surprising outcomes to you in the tournament so far?

BR: I was shocked that Birdland lost to Of their Shadows Deep. In my view Birdland is pretty much the best Twine game ever. I love Amanda Walker’s work but I like The Spectators best, then Fairest, then What Heart Heard Of, Ghost Guessed, then After the Accident, then Of Their Shadows Deep. So I thought, ‘no way the best Twine game will lose to the fifth best Amanda Walker game’, but it did. On the other hand, I thought The Spectators would win against Slouching Towards Bedlam, and it lost!

I also have been surprised at how handily Spider and Web has been crushing literally everything. I think Spider and Web is a masterful game and have written about it more than once, but everyone I’ve ever talked to about it says things like ‘I don’t see the hype’, or ‘I liked part of it but not all of it’. I do think the audience for this competition is people who feel like they’ve played a lot of these games, which skews slightly older, but I’d think that same group would have loved a lot of Spider and Web’s opponents.

But I can’t complain, I’ve voted for Spider and Web in all of its matches.

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I dunno whether this was an intentional joke, but it made me laugh regardless!

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You could not have been more shocked than I was. That was a deeply strange moment even for someone with major impostor syndrome.

I think this is probably everyone’s real definition of IF-- you’re just the person honest enough to say it.

Great interview!

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I should point out what I told someone else: this is only ranking relative ranks between great games. Every game in this competition is great; if I hit 10 random games on ifdb, I’m sure I’d like Shadows Deep better; I even tried it earlier and it was true. I’m just a huge Birdland fanboy!

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Author J. J. Guest’s magnum opus, Alias ‘The Magpie’, significantly beat the odds when it won its Round 1 match against #6 seed Cragne Manor. Although scheduling problems delayed the interview, he graciously took the time to answer several questions in-depth for the edification of fans. We think you’ll agree that it was worth the wait…


Q: You have an extensive background in theater. How much has your experience on and around the stage influenced the design of your games?

JJG: I wouldn’t say my theatre experience was extensive–far from it! I got into improvisational comedy (Improv) in 2015 primarily because I hoped it would help my writing. By that point I’d already been writing IF for 15 years. I had done some amateur dramatics in my youth–I played Marvin the Paranoid Android in a school production of Hitch-Hikers and I have a couple of LAMDA exam certificates (grade 5 with distinction and grade 6 with honours!) but when I started writing Alias I hadn’t trodden the boards in years. Did the improv experience make a difference? I can’t say it really did, because it’s a completely different process from writing. In an improv show you’re reacting to your fellow improvisers (and the audience) and saying the first thing that comes into your head. Writing is much more considered, and you have the luxury of time. If I’d been able to come up with the kind of witty retorts the Magpie is capable of on stage then I’d be one heck of an improviser! Those kinds of lines come to me at three o’clock in the morning or when I’m in the bath.

I still perform occasionally, in an award-winning children’s storytelling show called The Extraordinary Time-Travelling Adventures of Baron Munchausen. Performing for children is terrifying though, so I don’t volunteer for many shows.


Q: Inform 7 appears to be your preferred tool, and it makes use of certain theatrical metaphors (e.g. on-stage/off-stage, backdrops, scenes) in describing some of its built-in tools for authors. Do you find that these tools map well to real-life theater? Do you use them in your games?

JJG: I think they’re useful metaphors in that writing a parser game (for me, anyway) is a little like directing a play–you have to make sure that all the players are in the right place at the right time. Alias ‘The Magpie’ has a relatively small map and most of the characters move around it at various points in the game. I made extensive use of scenes and each scene has its own unique rules. There’s one scene where Hamcester’s prize bull, Sparkenhoe, ends up in the saloon, and during that scene you can enter the saloon from any of three directions, but you can only leave the way you came in (the reasoning being that it’s too dangerous to cross the room). This was important from a storytelling point of view because it gets Lord Hamcester out of his office, which you need to search, but you can only arrive there by entering the house via the first floor and sneaking down the stairs behind his back. It took a devil of a long time to work all this stuff out, and I think the rooms changed relative positions half a dozen times during the early stages of production. The layout of the map was crucial. There could only be one entrance to the collection room and the music room, or things started to get very complicated, and those two rooms switched places quite late on in the process.

A lot of the scenes could happen in different orders, so I had to write several versions of each that took into account what had or had not happened before. That took a lot of working out!


Q: You’ve said that you worked on Alias ‘The Magpie’ off and on for eleven years. How many hours (or person-years) total do you think you put into it?

JJG: It’s very hard to say, as I didn’t keep records! It’s actually longer than that, because the end game (where the Magpie finds himself in the gorilla enclosure at London Zoo) was actually written in 2002, as the opening to a completely different game called Gorilla Suit. But I often work on two or three games at once, and when I run out of steam with one I’ll jump onto another one for a while, so it wasn’t eleven years of continuous work. But even so, Alias took hundreds and hundreds of hours.


Q: You’ve described the work as a “labor of love.” Tell us about the love for which you labored: Why do you love interactive fiction? What makes it different from other narrative arts in your mind?

I think what makes IF unique for me is the relationship the author has with the reader. One of the most fun things about parser IF in particular is that the player can try all sorts of absurd things, and when the author has anticipated that very thing and written a witty response, well that’s magical, and a laugh out loud moment if the game is a comedy. So it has that in common with Improvised Comedy–the interaction with the audience–even though you’re not interacting with them live.


Q: Your most popular works have all been comedies. What is it about comedies that draw you to them as an author? What do you consider to be the greatest challenge(s) when writing comedic IF, and what do you think is the key to overcoming it/them?

JJG: I believe that life is fundamentally absurd. The universe is a kind of divine nonsense. None of us really knows why we’re here or what is really going on, but we all just get on with it as though it was all perfectly normal. There is a very good essay by the philosopher Alan Watts on the writer G. K. Chesterton, in which he says:

“Chesterton’s view of the world is an essentially musical view, a dancing view of the world, in which the object of the creation is not some far-off divine event which is the goal, but the object of the creation is the kind of musicality of it, the very nonsense of it as it unfolds… and the whole idea, therefore, then, is that existence itself is a magical play, and it’s therefore nonsense in the sense–the special sense of nonsense–that it is something going on which does not refer to anything except itself.”

Some people take the view that comedy games can’t deal with serious issues, but I don’t think that’s true. When I came up with the idea for the third game in the To Hell in a Hamper series, I asked myself, why do I keep wanting to tell this story again and again? And I had a strange dream that night, and I woke up in a sweat with my heart pounding and the realisation that the series is about climate change. The boat, or the balloon, is planet Earth, and the Booby character represents global capitalism. Booby won’t let go of his weighty possessions, but if he doesn’t, he’ll die, and his travelling companion with him. Well, that’s all the rich nations, unable to let go of economic growth, or the oil companies wanting to carry on drilling, in denial of the peril it’s put us all in. And I’ve been worried about that and it’s somehow manifested itself as this series of games. A lot of my games are about letting go of things that no longer serve us.

There is comedy in every situation. While I was finishing Alias ‘The Magpie’, I lost both of my parents to cancer. Even at the very end, when they were full of pain and fear, they were making jokes. Very dark jokes, it has to be admitted. We’re quite a dark humour family generally and even more so, it seems, when staring death in the face. But laughter is fundamental to me, and fundamental to life, and any film or book that doesn’t contain any humour simply isn’t true to life.


Q: You seem familiar with the catalog of Wodehouse’s novels. Are there any other authors from past centuries that you would recommend? If so, what can they teach writers of today?

JJG: I’m a sucker for a prose stylist. I like any author who you can identify from a single sentence. The early 20th century was full of these. One was Damon Runyon, who wrote in a distinctive vernacular style now known as Runyonese. Between Runyon and Wodehouse you have an extensive lexicon of early 20th century slang. Wodehouse covered the argot of the upper classes of England, while Runyon evoked the hustlers, gangsters and wise guys of New York during the Prohibition era.

Another one I love is Raymond Chandler. Chandler shared with Wodehouse a love of the colourful simile. I found an article once which presented the reader with a selection of quotes and invited the reader to guess which were written by Wodehouse and which by Chandler. It’s not easy! On the face of it, that’s quite surprising, because one wrote whimsical, quintessentially English comedies of manners, the other wrote hard-boiled detective novels set in LA. But there are many similarities between their writing styles, and there’s a good reason for this! When Chandler was a boy living in Plattsmouth, Nebraska, his alcoholic father absented himself and his mother took him off to London to live with his grandparents so that he might get a better education. Chandler attended Dulwich College, where he was four years below P. G. Wodehouse! Both were taught English by Arthur Herman Gilkes, the then-legendary headmaster of Dulwich College. Gilkes was known for his love of language and it is likely that both authors gained their love of colourful similes from Gilkes.

The comic book writer and artist, George Herriman, is another writer I admire for his playful use of language. Herriman created the long-running newspaper comic Krazy Kat. Herriman was a lover of alliteration. One cartoon from 1935 begins thusly:

“In the diamond dazzle of white meza’s beaute blanche, a weeping willow droops adrip with tears–keeping at flood a lachrymal lagoon–upon whose aqueous bounty a water-melon has thriven into a magnitudinous maturity.”

That’s just one example chosen at random–Herriman wrote and drew Krazy Kat from 1913 until his death in 1944–31 years! Krazy theirself is considered an early example of a non-binary or gender-fluid character in fiction–their gender is kept deliberately ambiguous. Their speech is peppered with malapropisms, metaplasmus and nonsensical phrases, it has a dreamlike quality to it.

I cannot talk about prose stylists without mentioning Clark Ashton Smith, the least-known of the Weird Tales holy trinity. There is no other author who, since I reached adulthood, has had me running to the dictionary more often. If Lovecraft’s and Howard’s prose was purple, Smith’s was purpureal. (It is simply a grander, and more archaic word for purple, and of course I learned it from Smith!)

I could go on and on. My childhood hero was Norman Hunter, who wrote the Professor Branestawm stories. Hunter was the biggest influence on my developing prose style during my formative years. There’s no one else I can think of who can write farcical action scenes with such aplomb, except perhaps G. K. Chesterton. You feel as though you’ve been swept up helplessly into Branestawn’s crazy world. Then there’s R. E. Raspe, eighteenth century author of The Adventures of Baron Munchausen, who wrote in a sort of racy staccato, precisely the right cadence for a military man and adventurer. If I was to write fanfic I would probably choose Branestawm or Munchausen as my subjects…


Q: In your postmortem, you cite Infocom’s Moonmist as a kind of anti-influence by virtue of the abject failure of its NPCs to realistically react to the antics of the PC. Several reviews of Alias ‘The Magpie’ cite the reactivity of the NPCs specifically as one of its strengths, and you cite it as a major component of the work that went into the game. Were there any techniques or tools that you had to invent to make it possible? Were you able to fully realize your vision here, or did you have to scale back from even grander ambitions?

JJG: Emily Short’s short game A Day for Fresh Sushi was a big influence. I had a rulebook that identified certain behaviours as notable and had characters make comments if you carried them out in their presence. Another thing was that I had non-player characters initiate conversations as you walk into a room, because that just seemed realistic. Too often in parser games, NPCs won’t speak until they’re spoken to, which seems quite odd to me. I also had the NPCs move around a fair bit. It’s their home, so there’s no reason they would spend the whole game in one room.

I always like to give characters a paragraph to themselves that comes before the list of portable objects. That paragraph should ideally give a brief description of where the character is in the room and what they’re doing. Are they sitting, standing? What are they sitting on? I’ve played games which were otherwise excellent, but in which the characters appeared in the list of nondescript objects, which seems very odd to me. You wouldn’t describe a room as containing “a table, a chair and your aunt Beryl”, although that does sound funny now that I’ve written it! It’s even worse if it says, “a table, your aunt Beryl and a chair." People are important, so I try to give them importance in my room descriptions. I also like to change the description, have them get out of the chair and lean on the mantelpiece. It makes them seem more alive, and it makes the room description more interesting to re-read. An interesting room description is even more important in a one-room game, so I took it even further in To Sea in a Sieve.

Other than that, it was little things like having Lord Hamcester get up and close the study door if you leave it open, and Hives the butler politely excusing himself if you ignore him. It was a case of going through the game scene by scene, thinking about each character and their motivation for that scene, and having them act accordingly.

I would have liked to have gone a lot further with it than I did. A lot further. If I’d done everything I wanted to do, I’d still be writing the game now!

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