Imprimatura by Elizabeth Ballou

I may write a full review of this one later. For now, I’m curious about the experiences of anyone who’s replayed. I started a second playthrough expecting to see entirely new memories and paintings, but one of my first two paintings was a repeat, and both of my first two memories were (I haven’t gone beyond those first two yet). (EDIT: Having played through the rest, five of seven paintings and the same number of memories were repeats.) The memories were tied to different paintings than they were the first time, though, which made the experience feel less special, as if the memories and paintings are being randomly mashed up together rather than being deliberately curated. This is making me think DemonApologist’s approach might be the ideal one:

Bonus: my final painting!

7 Likes

There was something in the game that said the memories would be different on a new playthrough, but when I played for the second time, I selected a painting from my first time and got the same memory attached to it. After that, I assumed paintings and memories were 1:1 associated and selected entirely new ones, getting entirely new memories that way.

Didn’t know the memories weren’t directly associated with one specific painting. That does remove a bit of the charm, I guess. Maybe I was lucky to not get any repeated memories besides the one?

Here’s what I got from my first go-around. I really liked the variation in paintings and memories that I saw. The sound and music was nice, too.

4 Likes

Rather than rely upon the randomizer, I am playing games for which a dedicated thread exists :sparkles:

A thing that comes up with regularity is whether or not people replay interactive fiction, whether authors can convince people to replay their games, what that might require, and so forth. Despite hoping to make replayable experiences myself, I wonder if there is an aesthetics of the singular, if finitude is a sort of beauty. This question led me to play Imprimatura once and stop there.

I’m always interested to read what characters say about—unless I misunderstand—mentally ill people, though in the end I did not so much understand the mentor as I did their specialness to the protagonist. But that is a kind of finitude, too.

The production values of Imprimatura are certainly impressive, with well-wrought art and music. This is a highly polished short work that, if experienced intuitively rather than exhaustively, yields a pleasantly wistful time.

Unfortunately, I did not hang on to a picture of my painting. That seems like it would have been a nice thing to share here in this thread.

7 Likes

My review: Brett Witty's IFComp 2024 Reviews - #3 by BrettW

4 Likes

(posting my impressions of the game first, then I’ll come back and see if I have anything to say in response to the thread)

This really didn’t work for me.

Partly I’ve played with procedural generation a fair bit, and this feels extremely naive: I pulled a first painting, then told it to pull another and got the exact same one. And then when I kept looking through paintings I kept seeing duplicates pretty frequently, which kinda ruins the effect of going through a deceased relative’s things: that’s not how you do it AT ALL, or at least not how I have. And arbitrarily choosing a piece to keep and only THEN getting to see the memories it triggers: seems exactly backwards. You get the memories and then the question is whether they influence whether or not you keep it?

Similarly, it didn’t give me the feel of actual art or actual artists I’ve known. I wouldn’t call myself an artist but my folks made sure we got to experiment with a bunch of stuff growing up: among other things, my grandmother did watercolors for a long time, so we learned a fair bit about that, but my siblings and I have also messed with a fair smattering of other visual media and a bit of pottery. And this didn’t build the sense of a character for me, even of a wide-ranging artist: it just felt like a random hodge-podge of paintings. The memories fit better, but then again the constructing the painting at the end didn’t ring true to me at all.

So… I’m sure other people follow other paths (for both art and grief) but this didn’t resonate at all with anything I personally know. It felt like procedural generation for procedural generation’s sake rather than a thoughtful exploration of what it adds to the interactions. For me this would have been a stronger piece with a pile of paintings all laid out to look at, or a pile to randomly pull from and a list of the ones you’ve seen…

Which is too bad, because the writing was well-done, I thought, if the structure hadn’t been so jarring for me.


And looking back at the rest of the thread… yeah, I didn’t have any interest in replaying but I think I got a similar feeling from just the first time.

5 Likes

I’m not very solid on how procedural generation works, or at least, I’m not clear in my understanding of how it’s working in this particular game. Is (as far as you understand it, anyway) the proc gen being used to pull the paintings and then to match a painting with a memory? I had assumed it would be used to some extent in the descriptions of the paintings, but those seemed consistent across playthroughs.

3 Likes

I hadn’t looked at the code, but I assume the paintings are fixed? …yeah, all the paintings and memories are pre-written.

And it’s just using <<set $currentPaintingPull to either($paintingCollection)>> to choose a random painting each time.

I think I would have shuffled the list of paintings and then choose by removing the last one from the end of the list with probably $paintingCollection.pop(). Or maybe shift() and then push() to rotate a painting from the beginning of the list to the end so you don’t risk running out? But either way they wouldn’t repeat.

It’s a minor thing, just adds to my impression that it’s an “ooh, we could randomly select to give players different experiences” without maybe having a super nuanced idea of how that feels or what it’s trying to accomplish artistically as opposed to… idk, putting the 27 paintings on a grid, or using a bit of CSS (or just preformatted whitespace?) to arrange them around the screen as Painting Painting Painting links and letting the player click them at random?

Then it looks like it matches up the painting with a random memory for the associated mood: joy, fear, anger, or melancholia.

Anyway. It’s fine, I can see what the author is trying to do, they obviously put a lot of work into it, I liked how the paintings and memories themselves are written. It just didn’t fit how I think/feel about these things very well and that kept bouncing me out of the mood I suspect they were trying to evoke, even on a first playthrough…

4 Likes

Ah yes, the four humours.

(I don’t have anything more meaningful to contribute than that, I just couldn’t resist.)

4 Likes

I’ll start by quoting the review from my review thread:

I’m mostly in agreement with Josh about the structural weakness of the piece. It’s really strange that the paintings are selected randomly with no regard for which ones you’ve already chosen. (I wonder whether this was a conscious design decision, or whether it’s the result of simply not being familiar enough with the programming tools at the author’s disposal.) It also feels wrong to get a memory only after choosing the painting.

That said… Imprimatura still basicaly worked for me. The vignettes are good and well written, and though the structure left much to be desired, the strength of the memories pulled me through. The different paintings you can get at the end are also quite wonderful. This is the kind of piece where I’m thinking: “I really hope that the author learns from the game design criticism we’re giving and uses their very obvious talents again in the future!”

7 Likes

I agree with both Victor and Josh. The construction of the game was too naive and limited, but it still basically worked for me.

Imprimatura feels like a good idea for interactive fiction, where the mechanic of choosing different options actually sheds light on the subject. And the writing feels emotionally real, true to life.

However, the interaction was unrealistic and a bit irritating, and it worked against the mechanic. In real life, you would unwrap and see one painting after another, but the paintings you have already unwrapped would be there and you could look at them again, and choose them at any point. The game doesn’t let you do that, doesn’t provide a list of all the paintings you’ve seen. And repetition of paintings felt very intrusive, feel-breaking.

Also (this is more personal), I would prefer a kind of writing that I would describe as less linear, with more ambiguities and less explanations. I would have fragmented the memory descriptions and merged them with the rest of the narration over several turns, but that’s of course my style.

All in all, I enjoyed it, while thinking of what it could have been.

9 Likes

I played this days ago, and I haven’t been able to write a review because I keep going back and forth on whether I like the “choose the painting before the memory is revealed” structure or not. On one hand, it’s true that memories pop up in unexpected ways and on weird timelines, so it works in that sense. On the other, being able to browse more fluidly through the paintings and their associated memories might have felt more true to life and more emotionally resonant. (I don’t mind the memories being randomly assigned to paintings from playthrough to playthrough, though; I actually think it’s a cool way to highlight how subjective memory is.) Going back to Victor’s review, I think allowing players more agency in selecting and curating their memories would have driven home how malleable our perceptions of others can be, but letting the memories come unbidden is, perhaps, more reflective of the messy nature of grief. I’m on the fence!

All that said, this is a really lovely game and a touching tribute. I played it twice to try to see how different emotional narratives affected the final painting. There were a few repeated painting selections and one repeated memory, which was attached to a different painting each time. My first result was an impressionist painting in warm tones with a bather (implied to be my grandmother the painter) on the shore; my second was iirc identical to Tabitha’s, though like Drew, I didn’t think to take screenshots.

6 Likes

cross-posting my separate review

Yeah, I didn’t really feel a coherent sense of “this is the style or tradition that my mentor works in” from the pieces.

That said, it basically worked for me.

(Technically I replayed once, but I was mostly curious about the ending painting so I wasn’t really paying attention to the memories I got . . . that element felt complete.)

4 Likes

Have let my thoughts crystallize a bit more! This was a polished and well-written game that unfortunately I didn’t really connect with, for two main reasons. One is that I was never really emotionally engaged. The PC is clearly a specific character, rather than a blank-slate/self-insert; they have these specific memories of their relationship with this person, and they’ve made certain life choices like giving up painting to work at an ad agency. So I couldn’t pretend it was actually me going through this, but I also didn’t learn enough about the PC to really give me a sense of them as a person, which left me feeling emotionally distant from them and their remembrances of the artist character. (It doesn’t help that the memories I got on my initial playthrough made that character come across as an asshole who I personally wouldn’t have kept putting up with.)

The other reason was the painting being automatically created for me at the end; it felt like the game was dictating what my emotional response to the memories should be. I would have found it much more meaningful to get to decide for myself what subject, mood, etc. the painting should focus on—being able to interpret the memories for myself, using the choices of what to paint to reflect on what I took from them. Being allowed to adjust the painting afterward was nice but didn’t hit the same way doing it myself from the start would have.

6 Likes