Iron ChIF: Pilot Episode (Pacian vs. Draconis, using Dialog)

Post-match interview with Premier Challenger Pacian

Pacian was quick to answer a handful of post-match questions. We turn the camera to this most impressive challenger to hear his thoughts in the aftermath of the first ever Iron ChIF battle…


Q: You were concerned about scope management going into this, and during the planning stage you described scoping too much work as “something I seem to be incapable of learning not to do”. Are you happy with how you handled that challenge this time?

CEJP: It actually seemed to work out really well, but I suspect it may be more luck than good planning. And at times I definitely wondered if I’d bitten off more than I could chew.

Right out the gate, I implemented the intro and ending, which I think was the right way to start. Only making a single action available also definitely helped. But I feel like I also didn’t hold myself back much. One emergency keeping me late at work, one morning where I overslept… in that case I don’t think I would have reached a point I was happy with.


Q: As befits your historical style, you took the challenge ingredient in a pretty unconventional direction. Did this scenario spring to mind solely in response to the challenge ingredient, or were there elements you’d thought up before and were able to deploy here?

CEJP: Years ago I was toying with the idea of a game where players would explore a Bloodborne-esque Gothic city. You’d be able to pick between different classes of character, each with different strengths and weaknesses. That was where I first came up with the idea of a male spider in a trench coat. But the project never went anywhere, and that character went back into the big pool of character ideas in my head.

For this competition, I’d decided that I didn’t want to make a science fiction story if I could help it, and when I was considering what non-human characters I could include in a fantasy setting, this guy popped back out.

Developing exactly what he was doing and who he was with… that was probably a bit more of a case of borrowing existing archetypes than I usually like to do, but it worked with the time constraints. The most important spark of inspiration was realising that the stranger needed to be the foil for a PC who, well… Let’s just say they both have challenges with understanding their situation.


Q: Several people took notice of the fact that you chose a challenge ingredient with a language theme. What drew you to that option? Were you concerned about giving Draconis a home turf advantage?

CEJP: Quite simply, of the two ingredients available to me, I dismissed the one where I could only see one game I would make with it, and kept the one I had lots of ideas for. Honestly, I looked at the “non-human language” part and thought, “Ah, good. Language for Draconis. Non-human for me.” Then I turned up to make my first post and Draconis had already posted about the nature of fictional languages, what kind of puzzles you can do with them, how they would use unique features of Dialog in making their entry… And I post like, “Okay everyone, what if a spider wore a coat and a hat? You wouldn’t know it was a spider, right?!”

But I always knew I wouldn’t beat Draconis at a technical level, so what does it matter if I’m outclassed in two different kinds of technical knowledge? R-right? :sweat_smile:


Q: Did you discover anything new about Dialog while working on your dish?

CEJP: Nothing at all! As I said, I knew I couldn’t beat Draconis at a technical level, and I knew scope is my Achilles heel, so it was important to me to use the simplest building blocks that I could.


Q: How do you feel about your final result? How will you celebrate if you win?

CEJP: Even though they didn’t exist a week ago, I feel like the stranger and the fairy are old friends of mine now, and I’m glad to have told this little part of their stories. Really, I’m always happy to have made something, even if it’s a bit wonky and kind of silly. I do expect that there will be a post-competition version once people start breaking it…

If I win, I will walk that little bit taller; act with just that little bit of extra superiority and smugness; thank the Goddess for making me so perfectly- Wait, no, that’s what the fairy would do. Um, given the timing of the announcement, I’ll celebrate by having my birthday a few days afterwards?!


Q: What advice would you offer to future challengers?

CEJP: Keep your entry as simple as possible while still showing off whatever you can show off. Make sure your idea has points where you can trim it down if you get low on time. Don’t try and learn anything new during the competition period. Don’t get too fussy about your writing or small bits of polish.

In terms of being able to quickly fire off a lot of prose in a short time, I personally found it really helpful to have a PC with a strong voice and viewpoint - other challengers may see it differently.


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Done and done.

@otistdog , I’ll be sending my scores shortly. I just need a minute to get the zria-boogie-doohickey-woogie-jazzmatazz-stew out of my brain before I can assign number scores to the games.

@Pacian and @Draconis ,

Thank you for the games! I managed to solve both within a reasonable time, and I had fun doing it!

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Post-match interview with Iron Chef Dialog Draconis

We’ve heard from the Premier Challenger; now let’s hear some after-action thoughts from the talented defending Iron Chef, Draconis…


Q: During planning, the expectation was that competing chefs would be too busy writing to spend much time explaining the materials that they posted each day, but you took the time to make several cogent explanations of the techniques that you were using and related features of Dialog. What’s your secret: time travel or cloning?

DS: Well, I do have one major advantage here: giving lectures about how language works is my full-time job! By this point, launching into a lengthy explanation of some feature of linguistics is second nature. So whenever I got stuck on something in the code or design, I’d pick a topic, come here, and blather on about it for a while. I tried to mix it up between linguistics and programming when I could, but I honestly don’t remember all the topics I brought up–I just grabbed one every time I saw a good break point, and used it as a way to rest one part of my brain while exercising another.

I don’t think I could keep up this pace for more than five days–I was already flagging at the end a bit–but with some time to rest after, I think this event was the perfect length for it.


Q: Just how fast do you type, anyway?

DS: I just took a one-minute test to see, and they say 111 wpm with 99% accuracy. I should probably take another test or two to confirm, but I like that number, so I’m going to go with that!


Q: As the current maintainer of Dialog, this was your chance to show it off to the world. Do you think it showed well?

DS: I absolutely do! I designed various aspects of my entry to show off its features–how easy it is to include the full cover art in place of your game’s title, for example, but also the hyperlinks, and syntax like “[alien word] means [human word or words]”. This is really hard to code in Inform, but in Dialog, I don’t even need to explicitly list out the alien words–it can automatically decide that based on the words I’ve assigned to various objects.

I haven’t looked at the esteemed challenger’s entry yet, but I expect it’ll be showing off very different aspects of Dialog: how easy it is to strip out the standard actions and make a limited parser, for example. It’s a headache in Inform, but in Dialog, all you have to do is delete a big chunk of stdlib.dg and you’re set!

The way I see it, there are two different ways to draw attention to a programming language. One is to have a slick presentation that makes newcomers go “I want to make a game like that”, and the other is to show off features that other languages struggle with, so experienced coders go “oh that would be hard in Inform/TADS/Adventuron, I should give this a whirl”. For the Iron ChIF event, I leaned more on the latter. Dialog’s handling of text [1] is much more elegant than Inform 7’s, so I’m hoping Inform authors see this and are inspired to check it out.


Q: As the first defending Iron Chef, you’ve certainly set a high bar for your colleagues over the past week. Any advice for when it’s their turn in the spotlight?

DS: I think all of us–well, myself definitely, at least–may have gone a bit overboard for this pilot episode! I wanted to make sure we put on a good showing, since an underwhelming pilot means there are no more episodes. But also, we produced an average of about 30 posts per day. That’s a lot for anyone to keep track of!

So my advice is, three or four updates a day is probably too much. Don’t feel like you need to stick to that pace! We’ll see what the judges and audience think, though. Also, if the rules change to allow testers, definitely get one. I think my entry suffered a lot for their lack.

At the same time, the final dish isn’t the main focus of the event. Make sure you’re taking time to show off your process. In my head, I’ve been thinking of this challenge as 2/3 about the show and 1/3 about the final game; it’s more a masterclass than a masterpiece. You probably won’t be making the next XYZZY winner in five days, but you can give the audience a detailed look into your process; that’s what this event offers that none of the others do.


Q: You mentioned early on that you’ve always wanted to do a language puzzle. How many of the ideas that went into your dish were ready and waiting for this opportunity?

DS: Actually, almost none of them. It seems like the sort of thing I should have done years ago, but I never really had concrete ideas for it. But then the seed was chosen, and the whole thing crystallized in my brain over a couple sleepless nights.

(That’s how these things tend to go for me: it never rains but it pours. I made pretty much zero progress on The Wise-Woman’s Dog through the whole month of June, then spent July in a creative frenzy. I would say I got lucky that this challenge ingredient was so inspiring, but really, the ingredient-selection process means it’s quite likely it will–I think we have a good thing going there.)

I knew that I wanted to have three major “aha” moments: discovering the language, using the language, and then the twist at the end. So the structure of the game mostly formed around that. Everything else was in service to one of those three goals: “I can figure out how these words work”, “I can read alien messages and use that to solve puzzles”, and the secret third thing.


Q: How many hours did you end up spending on your dish all together?

DS: Hmm, probably five or six hours on Sunday, then three or four on each of the other days… twenty hours total, give or take? But that’s the time spent writing and coding, not the time spent thinking about it in the back of my mind in between. I tried to clear as much room in my schedule as possible for this.


Q: How do you think your dish will do with the judges? With the audience?

DS: I honestly have no idea, and that makes me nervous! There’s that one xkcd about experts overestimating the average level of knowledge about their field.

I’ve been studying the structure of language full-time for about a decade now, so it’s very easy for me to accidentally say “oh, everyone knows that a majority of the world’s languages put the verb at the end of the sentence”. I’m more than a bit worried that my puzzles will range from frustrating to unsolvable. And the entire game is basically built around one huge puzzle mechanic. If that mechanic flops, the entire game does too.

If it’s too hard, though, well… there’s always a post-comp release! From the bits of feedback I’ve seen so far, I’m already thinking about ways I can add more clues and hints. And if the show itself was entertaining, I can live with the finished dish being a dud. I know I found Pacian’s posts fascinating, even without having tried the final product.


Q: Is there anything that you want to tell the audience about your current projects?

DS: Oh, I have way too many on the back burner right now! Now that I won Miss Congeniality in IFComp, I feel like I don’t have to aim for a high score any more; I can start doing more experimental things that might be great and might be terrible. Focus more on pushing the limits of the medium rather than courting popularity. Can I write an IF that focuses on teaching people an (existing, human) language? What about something that takes the concept of Infocom’s Suspended and applies modern technology to it? I’m a big fan of murder mysteries, and I would love to make something in the vein of Return of the Obra Dinn, reconstructing a historical event from brief flashes and moments of insight.

With any luck, you’ll see a couple of them in next year’s Comp. And one of the alternate seeds proposed for this pilot episode gave me some grand ideas… I need to find a home for it that doesn’t get in the way of using that seed for a future episode!

Apart from that, I’m hoping to launch a bunch of new improvements to the Dialog language and compiler in the next few months. There are actually several in the pipeline right now waiting for approval. So if any of you want to help make this language even better, reviewing pull requests would be tremendously valuable!


[editor’s note: Draconis provided answers by PM in a much nicer-looking format, including an image of the cited xkcd comic. I’ve made a note to learn more of the forum’s formatting features!]

The hours are counting down to the start of audience voting, which begins right here on this thread in less than a day, at noon UTC Sunday November 16.


  1. Important caveat: only when it can be broken down into individual dictionary words! ↩︎

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The judges have finished their scoring, each with one eye cast toward the shared rubric and another toward the subjective “X-factors” that influence his or her personal opinions about what makes interactive fiction great. They have pondered at length before rendering their well-considered judgment.

That judgment is not binding, however. In mere moments, audience voting will begin, and the rules of the contest place the ultimate choice within your hands.

Will the judges’ verdict stand? Will their influence be decisive? Only time will tell! We now reveal the judges’ numeric scores, and their determination of the most exemplary dish…

(text version of scoring results)
Mike Russo
	Challenger*: Writing 8, Playability 7, Design 8, Inventiveness 7, Challenge 6 / TOTAL 36
	 Iron Chef:  Writing 6, Playability 6, Design 8, Inventiveness 6, Challenge 9 / TOTAL 35

Amanda Walker
	Challenger*: Writing 9, Playability 7, Design 8, Inventiveness 8, Challenge  9 / TOTAL 41
	 Iron Chef:  Writing 7, Playability 7, Design 8, Inventiveness 8, Challenge 10 / TOTAL 40

Rovarsson
	Challenger:  Writing 10, Playability 8, Design 8, Inventiveness 8, Challenge  9 / TOTAL 43
	 Iron Chef*: Writing  8, Playability 8, Design 8, Inventiveness 8, Challenge 10 / TOTAL 42

Emery Joyce
	Challenger*: Writing 10, Playability 8, Design 8, Inventiveness 9, Challenge  9 / TOTAL 44
	 Iron Chef:  Writing  8, Playability 7, Design 9, Inventiveness 8, Challenge 10 / TOTAL 42

Wade Clarke
	Challenger*: Writing 10, Playability 7, Design 9, Inventiveness 10, Challenge 10 / TOTAL 46
	 Iron Chef:  Writing 7,  Playability 6, Design 9, Inventiveness 10, Challenge 10 / TOTAL 43

JUDGES CHOOSE:  CHALLENGER

NOTE: Asterisks denote each judge’s choice for winner, which may contradict that judge’s assigned scores.

We’ll be hearing more from the judges soon as they post their written evaluations of each dish, providing some insight into the reasoning behind their decisions and the laudatory qualities they observed in each dish. In the meantime, there is one last question to decide…


Which dish do you, the audience, prefer?
  • Ancient Treasure, Secret Spider by Premier Challenger Pacian
  • Endymion by Iron Chef Dialog Draconis
0 voters

Make your choice in the poll above, and share your thoughts on the audience discussion thread. Voting will close in 48 hours, and the victor in this episode will be declared at noon UTC on Tuesday November 18th. Don’t miss it!

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Judge Wade’s scores for Challenger Pacian’s Ancient Treasure, Secret Spider


Writing 10
Playability 7
Design 9
Inventiveness 10
Challenge Ingredient 10

(46/50)

I gave Pacian’s dish a higher overall score of the two and resultantly picked it as my choice for the winner.


Evaluation

Overall I am amazed by this game. Written under pressure in five days with no external testers, I expect it could place high in IFComp as it stands. Its effect feels new and memorable.

A reminder that the challenge seed was just an object:

a device that emits one or more mysterious messages in a non-human language

Ancient Treasure, Secret Spider is an extremely entertaining game which explores many facets of language and communication differences. It presents a team of four protagonists working together. All are of different races, only two speak English, the third is a non-speaking being whom the others don’t even know what they are, and the fourth, the PC, knows almost everything but can only convey it from their own perspective. That perspective is the conceited, joyful and ideologically enclosed one of a fairy, an incredibly charming one for the player to experience but also one of veiled comprehensibility. The fairy’s voice is too soft to communicate directly with the other protagonists, so she has to physically demonstrate her ideas to the mysterious third protagonist by flying close to relevant objects.

These communication problems are further multiplied by the matrix of the world. The protagonists are on a shared quest, but there are at least three different motives in play amongst them. In narration and writing terms, the protagonists aren’t concealing their motives, but they have no reason to expose them, so it’s in the play space of the game for the player to also speculate on what everyone really wants. Mental overload is avoided by the mind-sharpening-ness of the game’s main puzzle for the player: Working out how to escape from the cavern as hordes of goblins close in.

Directed at targets by the player’s fairy-guidance of the stranger, the stranger’s machine produces sounds which act as a kind of relational analysis to the fairy. Sometimes it’s the intonation or vibe of the sound which matters most. Connections can be found by comparing similar-sounding items, complementary-sounding items, and in what I thought was a particularly good moment during the puzzle, the fairy’s anticipation of a sound which didn’t happen, indicating to the player something new to try, even as the stranger remained none the wiser.

The game’s density of communication, language and narration layers is outsized of the game itself and the time given to produce it. This is why I give it 10 for Inventiveness and 10 for use of the Challenge Ingredient. Even the coda continues the theme, showing the goblins as misunderstood.

I’ve also given 10 for Writing. Writing is obviously thoroughly bound up with making all of the above possible, but I appreciated a lot of touches which accrued over the game. For instance, the rueful bits of world lore (e.g. the dead fairies, the fate of the spiders) which balance the fairy protagonist’s enthusiasm; I think her enthusiasm was well-tempered anyway by the selfish-leaning practicality of her tone. Nor were the rueful bits too heavy. They were just there, life-like, which happens to play to my personal taste. Also, cute responses hovering near the fourth wall in terms of acknowledging the game was written fast and would have been dodging a bunch of implementation, like -

x chamber
Probably carved into the mountain by the ancients. You know what they were like!

were not overused. There were a few, they were funny, but they didn’t get too cheap or cool (for school).

I also appreciated that the game didn’t let its romantic dimensions take over. The conclusion has the stranger finding their mate, and probably death, but there’s no rug-pulling in the writing suddenly giving this event more importance than the whole. The writing stays in the pocket of the fairy. Each protagonist is shown getting something they wanted, again still somewhat in their separate worlds, and the fairy thinks about what she’d like to do next.

In a relative sense, I’ve given Playability a 7. This for me was the only dimension where I felt the time constraint was affecting things consequentially. The game was making me laugh initially (and feel a little overwhelmed) with its telescoping inventory of doodads, whosits and thingies. I began taking notes as soon as I started, and I tried to use them, but they proved inadequate to the task so I still couldn’t keep track of everything. Hence came the times of lawnmowering. It was reasonably directed lawnmowering but I suspect it might not have happened if I’d been able to manage the contents better.

I think the game’s in a tough position in that being mostly a one-room game, having a system in place to track the sounds objects had made might be experienced as overkill. Yet such a system’s what I felt would have helped a lot. The game still wielded some good time-saving fobs – the rejection noises from the machine, the messages about how the stranger had lost interest in pointing the machine at particular objects at different times, etc. And I encountered almost no bugs of significance, in spite of Pacian’s frequently expressed worry during the battle’s second half that there would be plenty.

Note that I recalled, after finishing the game, that I had not looked at the mentioned ABOUT or CREDITS commands. Forgetting to review these commands later the way I’d planned to is testimony to how much I was sucked into the game upon boot. So I played without seeing how the PRAY command altered the experienced, but I also finished without needing external hints or human help.

I’ve given Design a 9. That’s really just a point I’ve taken off through the prism of the playability issues. For the design overall, I return to the adjective amazing.

For the showcase language, Pacian’s game also demonstrates how easy it may be to begin and assemble a limited parser game in Dialog. I can speak for Inform 7, where starting off by having to apply a subtractive approach to its labyrinth of grammar is a fair bit of work. I had to do this for Leadlight Gamma which is not a limited parser game but does have an 8-bit parser that I needed to port faithfully from the Apple II.

-Wade

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Judge Wade’s Scores for Iron CHIF Draconis’s Endymion


Writing 7
Playability 6
Design 9
Inventiveness 10
Challenge Ingredient 10

(42/50)


I spent a bit over two-and-a-half hours completing Draconis’s Endymion. I made it through to part seven of its eight invisiclued help categories without using those invisiclues – though I did go to the HINT command a couple of times on the way, which correctly told me to just persist in the room I was in – but my ability to assess the game became fragile around that eighth category because I was really stuck, then still stuck after the invisiclues, then still stuck after that.

The game’s use of its “strange device” and the core mechanic of building/divining/estimating the meanings of a range of alien words is a deep one. I think the judges definitely expected depth based on Draconis’s early posts and had faith that Draconis would achieve it. I was not disappointed with the result, and of course the final product is more remarkable than the speculation. This is a puzzle game with a long form approach in the tradition of some quite hard games, one in which a complex solution model has to be constructed in the player’s head.

The programming of the guesses dictionary is excellent. It’s easy to store meanings, easy to check them, and easy to review where certain alien words have been spotted. The vocab ultimately becomes numerous enough that maybe some quality of life niceties would be good additions (different ways to order the vocab page?) but Draconis already supplied more QOL features than most of us thought woud be achievable in the time available.

What was exciting for me during play was the cycle of reviewing the vocab, reviewing guesses, trying to refine them, wondering if I was coming up with better guesses or worse ones, and, occasionally, suddenly seeing a sentence appear that looked more like English than last time I looked at it. That’s a whole meaning-constructing system the game manages to build in the player’s imagination.

For use of the Challenge Ingredient, I’m giving a 10, and in consideration of all the game’s language features, not to mention Draconis’s creation of at least part of a whole alien language, at speed, I think Inventiveness must also score a 10. The setting could potentially be viewed as a little barren or typical, but this is hard sci-fi and the game’s revelations show these aliens’ concerns are or were principally the same as ours. There are still lots of geographical or tech features peculiar to the aliens – the shiny things, the darknessess – to give enough of an original aesthetic without distracting from the play mechanics. The emphasis is in the right place.

The writing didn’t drop to being unclear at any point but some expressions edged fuzzy or redundant. An example was the phrase repeatedly given in response to making progress in the game: “Nothing immediately/obvious happens,” followed by exciting contrary-sounding information about what just happened. A base of clarity is important to establish in a game with as many details as this one, and it was achieved, but it was tougher for Draconis to poke in unexpected moments of awe or surprise around it. The protagonist did upon a few occasions express their surprise at what they’d found and what was happening, but the prose didn’t really convey the excitement of it, the awe. In context, there was a definite writing challenge here. The clarity of the constant tech messages versus an inner life for the protagonist (or not). Perhaps I’d say what happened is that the inner life was raised, but that’s why it’s then missed. It might have needed subtle tending to throughout the game rather than the occasional long paragraph to remind us of it. This kind of thing can take ages to solve satisfactorily, or to execute across a whole game if the solution is subtle. I feel this is a major concern in my WIP and so it’s something I’m very conscious of it at the moment. I’ve given a 7 for Writing.

I found Playabiity really tough to score. A game which had been very playable, as well as very challenging, suddenly became close to impossible for me. I felt there were a lot of bows to be drawn long in rapid succession in the approach to the last solutions, and I ended up losing my way. Now, Draconis did design and supply the invisiclues, and they were of significant length and they dealt with a lot of material. I consider them to be part of the game, in line with the recently re-expressed view by @Kamineko :

But the invisiclues were unable to address any of the problems I encountered when I first turned to them. So I think, as I often speculated could turn out to be the case during the battle, that it was hard for Draconis to anticipate the sites or nature of difficulty for this particular game without any outside testing. And I know that I personally didn’t think about, in advance of this pilot, how I’d deal with a really difficult game, because I probably doubted anyone would be able to make a legitimate example of one in the time.

As it stands, I think Endymion will cause unreasonable-leaning play trouble for the majority of players beyond the compass of its designed challenge, which is already high. Saying that, audience commentary has also indicated that its challenge factor overlaps sufficiently with the particular challenges posed by extra-IF constructed languages (“conlang”) that to be skilled in those may greatly reduce that challenge, in the same way that maths puzzles in IF can sometimes be non-puzzles for the mathy. Am I saying I think a lot of people are skilled in conlang? Absolutely not!

Were there to be a revised version of Endymion, I could envisage the difficulty elements and/or hints being finetuned and the game really soaring in the genre of sturdy puzzle games. Also, some of the difficulty might have been mitigated by players just having more time than the contest offers. (Being a judge, I had one day to score Endymion. Tasters have a bit longer.) I’m sure Endymion is exactly the kind of game where if you hit a wall, a break from the game could prime you to have the solution drop into your head next time, or relax your perspective sufficiently that you’d come up with an idea you’ve been overlooking.

I can’t dimiss either end of my play experience, the solid playability and challenge at the head, versus my troubles at the tail, so I give a 6 for Playability, noting also that most advanced tech features demanded by the complexity of this game are already in place. There were some disambiguation issues which became annoying because of the length of the game; the blue and black levers, the coloured orbs versus other coloured doors and consoles. My understanding is that the reminder that “shiny things” remained in a certain room wasn’t really a bug – it indicated there was vocab in that room I hadn’t recorded guesses for. But often I deliberately didn’t record a guess for something, so it took me a long time to realise I hadn’t missed something else in such rooms. I did play entirely by typing, and also appreciated QOL features which I assume are part of Dialog, such as the ability to go to things and places just by typing their name.

For Design, a 9. I don’t feel it’s fair for me to take any more away for the unanticipatable difficulty factor at the design level. There are numerous puzzles here, and they build up their interactions in quite an abstract way within a system. The multiplication of meaning is high. It is, again, incredible that Draconis was able to assemble all this within the time. Spiritually, I view Endymion as a long game, just a short to mid-length one. The time and other restrictions of the battle have turned out to pose unanticipated (again) challenges for Draconis to make a game of this type.

There’s no doubt the game has showcased Dialog. Draconis drew on compact and advanced programming features of the language, helpfully expanded upon for us by @improvmonster , to be able to execute this game in five days. Draconis added a hyperlink control layer, apparently easily. And Dialog packed or supported features most players don’t even know about, and that this game didn’t have time to teach them (that I saw), like entering one word to “teleport” to rooms and things. There was even an ASCII automap which I didn’t use.

-Wade

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A post was merged into an existing topic: Iron ChIF: Pilot Episode (Audience Commentary)

What a feast for those lucky enough to judge this inaugural clash of competitors! We’ve been on the edge of our seats, savoring each hint the chefs dropped of what was to come, and now all that’s left is to taste, assess, and pronounce a judgment!

Ancient Treasure, Secret Spider

Structurally, ATSS is about as stripped-down as it gets: it’s a one-room game with the most limited parser imaginable (all you can do is type a noun), and while it offers a meaty enough play-time, there’s really only one medium-dry-goods puzzle – everything you do is in service of getting an ancient machine working to allow the trio of adventurers, including two fantasy stereotypes and the eponymous arachnid, to find the other part of the title. But this simple skeleton is slathered with sauces and seasonings, full of clever turns of phrase, narrative twists, and smoothly satisfying gameplay.

The voice of the main character – a fairy who seems as though they must be especially conceited, though might actually just be typical of their species – is the most immediately engaging element of the dish. There are a lot of things to examine as soon as you start playing, as is typical in one-room games, and this initial infodump is chock-full of jokes and character beats as well as the helpful information you actually need to solve the puzzles:

But before you get anywhere near [the skylight] you are jerked ungracefully to a halt. Of course! The memory of the silver thread of silk that tethers you to the stranger must have fallen out of your little head, probably pushed out by the many clever thoughts in there.

Or this response to checking out a deactivated automaton:

You fly right into the shiny man’s face to assert dominance. He is frozen to the spot in fear. But Trala and Lind completely ignore the way you are guarding their rear!

As is also the rule when all the action plays out in one room, there’s a nicely telescopic approach, with a few distinct sub-areas, each of which has its own sub-elements, like a desk with objects both on top of it and under it. And while there’s a good amount of stuff to interact with, the quantities aren’t overwhelming, which is good since there’s a lot for the player to keep track of and the fairy, being unfamiliar with the workings of the ancients, resorts to labels like “doohickey” and “rigamajg”. The fairy can’t pick things up or do anything except draw the stranger/spider’s attention to particular things; the spider will then point a gadget at the object, and depending on what it says and what they’re carrying in their hands, potentially take an action.

In practice this just means you need to do a little bit of typing to get the effect of “use X on Y”, but it’s a reasonable way to prevent the lawmowering that limited-parser games can sometimes be vulnerable to. The other strategy here hinges on the language-device that is the competition’s challenge ingredient: often objects that can be useful combined have the same or related sounds associated with them. This meant that I wound up taking a lot of notes, as there’s a wide variety of (pleasantly onomatopoetic) noises, and the various generic object names were tough to keep in my head – but filling out my little chart was a fun process, and allowed me to make steady progress through the various challenges.

While there’s a bit less character interaction than I’d perhaps hoped from the previews, solving puzzles does trigger little cut-scenes at regular intervals, allowing the adventurers to bandy about some banter and escalate the stakes. And while it’s not the main focus of the piece, there’s surprising depth here, with all the characters misperceiving something about their situation and their companions (the fairy thinks the others find them more compelling than they actually do, Trala and Lind don’t recognize the spider, the spider is pursuing a romance that will doom him, and even the goblins aren’t what they seem!). It makes for a nice thematic counterpoint to the way the player must interpret the made-up language and the fairy’s unhelpful labels for what they see in order to understand what’s really going on, and also pays off in the finale, which indicates that the fairy might have gained a glimmer of self-awareness by the end.

Endymion

I don’t have a head for languages. I have friends who travel and pick up a few snatches of phrases wherever they go, who do Duolingo in their spare time and get comfortable with a couple dozen phrases and can use that to bootstrap a basic conversation. Me? I cling onto a couple years of high-school French and Latin and wish foreign vocab stuck in my brain instead of going in one ear and out the other. All of which is to say that I’m not at all surprised that I found Endymion too hard, even as I dug the process of plugging one completely-incorrect translation after another into the game’s slick alien-language system.

For all that this is a mechanics-first game, the writing in the opening is evocative, effectively getting across the abiotic beauty – and danger – of space:

Empty ice under an empty sky. The stars glare down like sterile pinpricks of light, cold and unmoving without an atmosphere to make them shine. Jupiter hangs low on the horizon behind you, bathing the wastes in a sickly light.

It’s a standard crashed-spaceship setup (subtype 4: escape by exploring an alien ship), but enlivened by details like the fact that Europa’s ice melts and re-freezes every three days, putting quite the ticking clock on matters, and providing more than enough scaffolding for the giant translation-puzzle at the heart of the thing. And here, just as expected Endymion excels, with flexible mechanics for making your guesses and a plethora of vocabulary-words on offer to tantalize you with meanings that are just out of reach. What I hadn’t expected was how well the game would implement the full challenge ingredient, which is not just the non-human language, after all, but the device that emits said language. The doohickey is of course a godsend, central to all your efforts because it turns the various inscriptions you find into audible text, but it’s also got a pleasing physicality to it – you don’t start with it, for one thing, and a few late puzzles require you to manipulate it in delightfully concrete ways.

As for the aforementioned difficulty, I think for the most part it’s fair – I was interested to realize that while I mostly did OK with nouns and verbs, pronouns and adverbs really tripped me up, which I think is down to my lack of facility at thinking about the structure of languages – but there are some pieces of the design that feel like the unnecessarily exacerbate the core challenge. On the one hand, the early stages are in some ways too lenient, and don’t have bottlenecks that require the player to have mastered the words they’ve encountered so far, since the puzzles in the first two-thirds of the game are pretty easy to blunder through via trial and error (especially since PUSH, PULL, and TURN are all mapped to the same action) – this allowed me to make solid progress, but also meant I was piling up a comprehension-deficit that left me blinking as I entered the endgame. But then those endgame puzzles are arguably too open-ended, with the final one in particular feeling like it could have been made simpler or at least broken down into smaller steps (Do the aliens really require their distress calls to be properly punctuated, rather than just broadcasting the coordinates?). There are also places where some small infelicities make things harder than they ought to be – I was stymied for a bit because I didn’t understand the descriptions of the disks to indicate them to be as large as they turned out to be, and the handy VOCAB command seamlessly kept track of the running glossary, but frequently gave confusing information about where new inscriptions had yet to be encountered (now that I’m writing this, I suspect this might have something to do with the pouch, so I’m not sure there are actual bugs here, but it was confusing!)

Fortunately – and miraculously, given the time pressure! – there are invisiclues hints available, so I was able to make it to the end, albeit led by my nose through some of the final stages. And heck, in real life I enjoy being a tourist and nodding benignly as an incomprehensible babble swirls around me, so much the same holds true for IF!

The match-up

(Note – my ratings aren’t making any accommodation for the fact that these games were written in a ridiculously short period of time and without any provision for testing; to get a 10 on anything, we’re talking Hadean Lands or Queenlash levels of impressiveness).

Writing

Both entries are well-written, with prose that’s engaging and works to communicate the information the player needs to proceed. ATSS has a more playful narrative voice and benefits from having more business to attend to, with its trio of NPCs and self-aware irony; Endymion’s writing makes for a strong opening, but winds up fading into a background level of functionality once the player starts engaging with the meat of the game, and as mentioned I did find it sometimes gave me a slightly-incomplete view of my situation.

ATSS 8, Endymion 6.

Playability

I think of this category as being all about flow, and being immersed in my experience of the game’s world. Neither game has any bugs to speak of – I noticed a double-period in Endymion but that’s about it – but Endymion’s difficulty did hurt it on this score, as my need to consult hints led to juddering start-stop progress. ATSS meanwhile has some real moments of elegance – having a statuette of the Goddess findable after a bit of poking-around makes for a nicely diegetic reminder of the prayer-based hint system – though the need to sometimes resort to lawnmowering loses it some points.

ATSS 7, Endymion 6.

Design

I can’t give an edge to either game here; both are well-conceptualized, with a clear vision shaping each part of the implementation. ATSS’s pulp action and Endymion’s chilly intellectual puzzle are very different in terms of vibes, of course, but both these games know what they want to be and leverage their author’s distinct strengths.

ATSS 8, Endymion 8.

Inventiveness

It’s not an insult to either competitor, I hope, to note that their efforts were focused more on implementation than on novelty. While Dialog, as a newer platform, doesn’t have games exactly like these, neither ATSS’s one-room limited parser structure nor Endymion’s translation system are wholly new under the sun, and in fact both have pretty high-profile antecedents. Similarly, there’s no shame in relying on classic storytelling tropes (crashed spaceship, dungeon crawl) for a short game made under such intense time pressure. Ultimately I give a slight nod to ATSS, because it manages to use its sometimes-obfuscated narrative and mechanics to lend freshness its occasionally bog-standard medium-dry good puzzles (getting an elevator to run by plugging in power cords and replacing fuses has never been so novel!).

ATSS 7, Endymion 8

Challenge Ingredient

Finally, a category where it’s easier to pick a clear winner! ATSS does a fine job of building around the ingredient, but the language functions more as a puzzle element than a plausible system of communication (often, a tool and the thing you use it on evoke the same “word”), and the device itself isn’t especially notable. Endymion, on the other hand, goes whole hog on the theme, implementing the alien language with rigor and ensuring that the device qua device is important in its own right.

ATSS 6, Endymion 9.

Winner

Oh, what a nail-biter – those totting up points at home will see that this is a squeaker, with ATSS coming in just one point ahead of Endymion. I’ve hemmed and hawed over whether to exercise my prerogative to override the cruel tyranny of numbers and nonetheless award the laurel to our Iron ChIF, since they’re the clear winner on what’s arguably the most important category, and Endymion lost many of its points only for being ever-so-slightly underdone; there’s a place for rewarding audacity and clarity of purpose at the expense of execution, after all.

But that place is not Keyboard Stadium, and our challenger was plenty audacious too; if he relied more on his own signature seasonings than the intrinsic flavor of the featured ingredient, the result doesn’t taste less delicious for that.

This was an exquisitely balanced competition, with more-than-worthy meals offered up by both of our chefs – I bow to their skills and thank them for their efforts! But since I am forced to choose, I judge that our challenger’s concoction comes out ever so slightly ahead.

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I’m going to write about both games in one post, comparing them head to head. In my scores, I adjusted for the lack of play testing, because @draconis in particular took a mighty big swing using a translation puzzle which they knew could not be tested, which was an incredibly ballsy thing to do and exactly the kind of thing Iron ChIFs should do. I don’t want to discourage future competitors from taking this kind of risk.

There will be spoilers here, so play before you read.

Writing
@pacian’s writing is consistently very strong, and so it was here. ATSS managed to have strong characters, backstory, world flavor, drama, and humor. The PC was absolutely enchanting, with an endearing misunderstanding of the objects around her. The pithy descriptions often caused me to have physical reactions. The fairy husks, omigod NO. Especially given how I knew they became husks. Horrors, although the fairy’s chilly reaction to them was pitch-perfect. And any game that includes a “tingly hole” will capture my heart because I never really grew up.

The writing in Endymion was solid, giving an excellent sense of place and urgency. The world was immersive and interesting, although in comparison to ATSS it had less flavor and complexity. Endymion is a puzzle game. Its primary goal was not to create a richly drawn world but to immerse you in a puzzle. Draconis a a very good writer, but the writing on display in ATSS was just phenomenal.

I’m always going to be drawn to strongly characterized PCs with complex relationships to other characters and this competition was no exception.

Playability

The minute I saw that testing was not allowed, I knew there might be problems with this category. I think the “no testing” rule is a bad one because any kind of complex puzzle simply has to have testers or players will stumble. The problem with writing puzzles is that you, the author, know the answer, and you know what order things need to be done in order to get there. It’s very, very difficult to come out of this mindset and predict what players will do or see how you’ve inadvertently misdirected them. And in my experience, players will never ever EVER do what you want them to in the order you want them to do it.

I had significant problems with the language puzzle in Endymion, but the puzzle itself was really very good, thoughtfully designed and I was invested in solving it. But it’s the kind of puzzle that needed testers. I didn’t penalize Draconis for this because they know all this and they did it anyway and considering the short period and lack of testers, it’s better than it has any right to be.

I scored Pacian the same on playability because it had problems of its own. There were items whose use was easy to tweak to-- like the toothpick to pick out little bolts. But much of the game felt like a crapshoot, and the only way I found to play it was to lawnmower it. I made a grid of all the whatchamacallums and all the objects and just tried everything on everything. You can absolutely solve the game without hints this way, but it’s not my preferred method of figuring things out, and I wish there had been better cluing for what object was the next target and what whatchamacallum to use on it. And not everything is used, which meant there were red herrings, but you couldn’t guess what they’d be in the context of the story. This too was an issue that probably could have been smoothed out by testing.

It’s worth noting here that I didn’t run into even one bug in either of these games. Not one. Not even a buggish issue in two rather long and complex games. That’s why these folks are the best of the best.

Design

I scored both chIFs the same here. They were both beautifully designed games. If you’ve ever written any kind of speed IF, this is the biggest challenge: designing something that can be done in the time period you have. Both chIFs clearly had this nailed, with game designs that absolutely committed to their structures and showcased their stories and mechanisms well. And they were both complex designs, the sort of thing that I would never think I could pull off in less than a month. The level of mastery on show here is striking.

Inventiveness

I scored both chIFs the same here, too. The invention of a foreign language puzzle and the invention of a dizzying array of interlocking stuff. To be able to invent these and implement them in less than a week is really impressive. While Pacian’s world building was better, the difficulty of inventing an alien language is pretty amazing.

Challenge Ingredient

I wasn’t crazy about this challenge ingredient because it seems to demand a certain kind of game. Clearly both games would need to be built around this device. There wasn’t a whole lot of room for interpretation of the ingredient. I scored Draconis perfectly on this-- Endymion was exactly the game that the ingredient demanded. The only reason I gave Pacian a slightly lower score was because of the comparison between the two-- the “non-human language” of boops and whirrs and trills was charming and had meaning, but to a degree less.

End thoughts

I scored these but didn’t pick a winner. In fact, I sent them to the organizer without having tallied them, so I didn’t know who had “won” my vote until I tallied them after Otis pointed out I had not done that. Looking at those scores now, I think they’re fair representations of my feelings about the games-- I enjoyed Pacian’s game about one point better. This was an incredibly close match, and these two were great competitors. They took risks, they built things very few authors could build in a week, and they did all of it with flair and good humor. It was a real honor to be a judge here and I want both contestants to know how deeply I respect their abilities. I would never be caught dead competing against either of you.

EDIT:

Oh! I forgot to say what kind of cakes they are.

ATSS: Strawberry, very sweet but with some jalapeño thrown in to cut that sweetness. Three-tiered and decorated with fairy husks, which are very beautiful but ethically troubling.

Endymion: Dark chocolate. The kind of chocolate cake that’s nearly black. There’s coffee flavor there, too, but only enough to deepen the chocolate flavor. Decorated with red, blue and green sugared spheres in very complex patterns.

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A post was merged into an existing topic: Iron ChIF: Pilot Episode (Audience Commentary)

Finally! I have thoroughly tasted and savoured the dishes, and now I am ready to share my reviews.

First, my numerical scores:

@Pacian:
-Writing: 10/10
-Playability: 8/10
-Design: 8/10
-Inventiveness: 8/10
-Challenge Ingredient: 9/10

@Draconis:
-Writing: 8/10
-Playability: 8/10
-Design: 8/10
-Inventiveness: 8/10
-Challenge Ingredient: 10/10

As you can see when you look at @otistdog’s list of full scores (or just by adding up the numbers…), Pacian’s game has one point more than Draconis’.
But! I excercise my right as Iron ChIF Judge to contradict the numerical score.
My choice for best game is Draconis’ Endymion!

Why? See the reviews below:





Ancient Treasure, Secret Spider (by @Pacian)

The Goblins are at the gates! (Nevermind that those are the Goblins’ own gates, or that they’re just trying to stop you from stealing their own hard-won treasure.)
Two of your party of thievesadventurers are holding them back, but even mighty warrior Trala and her beautiful Elfin healer Lind cannot keep a raging Goblin horde ar bay indefinitely.
So it falls to the Stranger to find an escape, preferably one which would allow you to take a big pile of loot from under the Goblins’ noses. But the Stranger seems, uhmm…, ill-adjusted to this plane of reality. He’s having trouble identifying simple objects and their functions, leaving him transfixed, unable to decide what to do.
And that only leaves you. But what can you do, a nigh-invisible little Fairy (although your small physical size does not in any way diminish your grandiosity, of course…), except drawing the Stranger’s attention to various objects so he can scan them with his bleeping gadget, and guide him in finding ways to handle those objects once you’ve figured out what they do.

Ancient Treasure, Secret Spider is a limited-parser game without even a single verb. All you need is nouns to direct the Fairy, and the Stranger’s attention, to the various objects around the room. This setup, with a near-powerless PC who needs to manipulate others to actually do stuff, bears resemblance to The Wizard Sniffer. Good company to be in, surely!

The game-world is restricted to one single room… Cave actually, which is more appropriate for Goblin treasure… Investigating the contents of the cave requires digging down through layers of implementation, a feather in a drawer in a desk for example. This produces a zooming effect reminiscent of Lime Ergot. Again, good company!

But let’s not dwell on these similarities to other games, for Ancient Treasure, Secret Spider can certainly stand on its own. Besides being the protagonist, our little Fairy is the narrator of the action, and her perspective is a very opinionated one, to say the least.
Examining your fellow adventurers through the Fairy’s eyes immediately gives an evocative impression of their personalities and of the relationships between them, as they relate to the Fairy. Which may not be exactly true to reality…

You see, our little Fairy has a rather grand image of herself… She might be said to be full of herself… Or even egocentrically deluded… An altogether unreliable narrator, even if in essence well-meaning.
Her twisted view of reality is not limited to the people around her. The objects in the cave, from mundane to more exotic, are named and described with as much confidence as inaccuracy.

The Fairy’s idiosyncratic descriptions of her surroundings provide a welcome deepening and mirroring of the original challenge ingredient.

The Stranger holds a gadget (a cross between a magic wand in appearance and a metal-detector in sound-effects…), which emits various bleeps and bloops when pointed at objects.

“a device that emits one or more mysterious messages in a non-human language”

A bit of experimentation, and especially a high degree of attention to the correlations and similarities between the noises when pointed at various objects, allow us to deduce the meaning of specific sound-effects, and also to associate one object with another. These associations form the basis for trying to nudge the Stranger into trying to interact with o items, or to use one on another.
Basic puzzle-solving hindered by a layer of cryptic sound-effects.

However! The Fairy is almost as ignorant about the contents of the cave as the Stranger is. Not that you would know it from the confident tone with which she describes and names everything around her, but the fact that she casually uses nouns like “thingamajig” and “doohickey” as if they were the real names of things does feed the suspicion that she doesn’t know what she’s talking about.
It’s almost cute how she manages to radiate such confidence while bluffing her way around her own utter lack of comprehension. (If it weren’t so frustrating at times, that is…) At the same time, I felt a bit sorry for her, having to balance such a delicate scaffolding for her inflated image of self-worth by pretending to know all about this stuff, or insisting that stuff that she doesn’t understand is obviously beneath her.
I’m quite certain that she believes her own fictions.

All this to drive home the point that the Fairy’s confident-but-misguided descriptions of reality present the player with a second layer of translation-problems. A layer full of near-understood whatsits and thingies. At times, I preferred the incomprehensible clarity of the gadget’s chu and lulula noises which it kept warbling happily.

A cool translation puzzle in a deliciously funny little world described by a wonderfully unreliable narrator.



Endymion (by @Draconis)

A crash in orbit, a plummetting fall, a desolate ice-moon. Stranded on Europa, your mining craft (and the radio in it!) reduced to a useless hunk of metal. Your only hope: investigate the alien vessel you crashed into, and find some means of escape before the churn of the ice swallows every trace of you.

The harsh reality of this is quite shockingly emphasised:

> INVENTORY

You and your suit seem to be intact, at least, which is more than you can say for your ship. Bruised, exhausted, alone, and with no way to call for help. But intact.

You have a few weeks’ supply of oxygen and nutrients and a full battery.

But then:

> X ICE

You’ll never find any footprints or old probes on Europa. The whole moon is covered in miles-thick ice, freezing and melting and re-freezing with the tides and sweeping any detritus down to the ocean underneath. In another orbit—84 hours, give or take—it’ll be like the crash never happened.

The view of Jupiter rising above the horizon of the icy surface of Europa into the starry pinpricked expanse emphasises the hopelessness of your situation. It’s almost a relief to enter the relative safety of an unknown alien spacecraft.
Fortunately, the beings who built it valued clarity and user-friendliness: the craft is filled with labels and instructions on most every surface.
Unfortunately, you don’t speak Alien.

But, again, fortunately, the aliens were of the logical kind, their language seemingly artificially constructed from first principles. With plenty of labeled material for comparison at your disposal, it should be possible to use your powers of deduction to extract enough meaning at least to be able to access the resources on this spaceship.

The interior of the alien ship is mostly described in clear functional sentences. Necessarily so, the player already has a fully alien language to decipher. It wouldn’t do to cloud the visual image of their surroundings with complex ornate prose. Occasional messages about the protagonist’s precarious circumstances break through the functionality of the room-descriptions, and the outside view of the indifferent icy surface in the introduction contrasts with the cramped insides of the alien craft. It was an impressive shift of atmosphere when, in the middle of my explorations inside the ship’s few rooms, I was teleported back outside and the enormity of the Jovian system fell upon me unexpectedly.

The language that the author of Endymion has constructed serves as a screen behind which a number of easy obstacles are hidden. Straightforward puzzles remain obscure until the player graps at least the basic words and structure of the alien language.
The real obstacle, then, is one of translation.

For this purpose, the author has provided a dictionary function where alien words are memorised (either in the protagonist’s brain, or perhaps in some sort of spacesuit computer?), and where the player can input their guesses about the human meanings of the words found throughout the ship. Translated words are then automatically inserted into any other alien sentences found.

An impressive technical feat, and one which I deliberately and completely ignored.
Oh, I did my best to deduce the exact definitions of all the alien words on my first survey of Endymion. I got frustrated and put the game aside for the following day. When I restarted, I had realised that pinning down definitions for the alien words was actually hampering my linguistic intuitions. By cementing a guess of a word’s meaning in the dictionary, it got stuck as that-and-only-that word in my brain. Also, when a translated dictionary word later appeared in another alien sentence, the English intrusion disrupted my ability to engage with the Alien in a fluid and intuitive way.
Once I ditched all efforts to fill in the dictionary, I made much better headway. My mind was continuously filled with broad clouds of meaning for specific words. I searched for relations and similarities and structure on a more intuitive level. The VOCAB command (where the player can, if they so wish…, type in their definitions in the dictionary), was still of immense assistance to me. I used it to see which words appeared multiple times, and on which objects they appeared, and to look for similarities in word-structure. Just not for building a definite vocabulary.

“It is only in the context of a sentence that words have meaning.”
Gottlob Frege – Die Grundlagen Der Arithmetik (1884)

Loosely paraphrased as I use it when I think about language: “The sentence is the primary meaning-carrying unit of language.”
Reading the alien multi-word phrases in alien helped me get a natural, intuitive, vague-but-meaningful feeling of almost-understanding, which was a lot more helpful to me than pinning an Alien word to an English word one-on-one.

Approaching the alien language from this open perspective gave me the perceptive basis for the flash of insight I got when I grokked the final puzzle. A great sense of victory and accomplisment suffused me, and I sat staring in the distance a good while longer before actually going through the motions of recording and transmitting my message to the stars.

That feeling of great satisfaction, of wrestling up a steep learning curve, feeling my way around a new set of meanings, and finally grasping enough of it to solve my protagonist’s predicament… The sense of winding through and around a hard problem with my mind and coming out the other side with a new understanding…

That is why my personal choice for the winner of Iron ChIF is Endymion.


When I sent my scores, Otisdog asked me to confirm that I wanted to contradict my numerical score and choose the lesser rated (by 1 point) of the games as the winner.

This is my response:

Yes, I’m aware. It’s that feeling of victory after beating a really hard challenge that made me choose Endymion, and we don’t have a scoring category for
“How good do you feel about yourself and your bragging rights after playing the game?”

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I was interested to hear your avoidance of the dictionary @rovarsson . I know what you mean about pinning the wrong words. Whenever I entered a meaning, there was a chance I was moving closer to solutions or actually further away from them. But after I had those experiences where the new translated sentences were looking good, I decided I favoured taking stabs. Certainly some of my bet-hedging entries, made to try and aid my memory, produced crummy-looking translations full of repeat clauses like ‘Up or open?’ (I’d entered question marks in the dictionary as a sign to myself).

But with your “Luke switching off the targeting computer” approach, you understood and completed the game, whereas I really failed to find or extract meaning through the last stages.

-Wade

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Hah! Yeah, hadn’t thought of that, but thanks for the comparison!

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Two quick notes: (1) Unlike Mike, my scores do take into account the short timeline and lack of testing—I feel like if people are specifying I should specify. (2) Although it took me a long time to finish writing this and so I am the last judge to post, I have not yet read any of the other judges’ evaluations.

Ancient Treasure, Secret Spider

Writing

The narrative voice of the fairy is very strong, and every parser response I saw was infused with it. She (I assume, because “every other fairy you have ever met also thinks the same of herself” implies every fairy is a “she”—though perhaps they just use the generic feminine?) is an unreliable narrator in the way that matters most to IF, which is that she doesn’t understand or accurately report on her surroundings, but she’s also not a very reliable reporter of her own feelings, adding some layer of bluster to anything that might get too personal. It’s not that she wants to attract Lind’s attention, it’s that she knows fate has ordained that she do so. It’s not that being kept in a pocket with the corpses of her fellows for ages has been traumatic or even upsetting, it’s just that it’s dented her cheerful disposition slightly. Everything she says has to be scrutinized a bit for what’s really going on.

When it comes to the NPCs, the clear standout is the stranger. At first he seems sinister, and that’s not entirely inaccurate; he does eat fairies, who are sapient creatures, and torments them (however obliviously) by keeping them captive first. But ultimately he’s looking for love, and he’s willing to risk being devoured for it, and this wins the fairy’s sympathies in the end. Trala and Lind, meanwhile, are more stock characters who never get very much depth, but this works fine for the arc of the fairy’s imagined alignment with them (when they have not even noticed her) vs. her actual alignment with the stranger (whom she actually speaks to in her own voice at the end, a rare occurrence).

The setting has often been one of the major pleasures of Pacian’s game, and in this one-room game we get a lot less of that, but I appreciate the flavoring of the D&D-style high fantasy with a little bit of sci-fi. It’s familiar enough to be gestured to quickly instead of spelled out in more depth, with enough zest to keep it from seeming like something you’ve seen a million times before.

Playability

The game plays very smoothly for the most part—it’s hard to get hung up for too long, mostly thanks to its one-verb conceit, which makes the puzzles come down to figuring out what things are based on what details you can get from the fairy’s descriptions and the noises of the mysterious device. Once you’ve twigged to what’s what, there’s no additional step to figure out how to execute what you need to do. Nothing is too complex, but it’s satisfying enough as it is.

I did find that as the game went on and the number of doohickeys, whatsits, and thingummies mounted, it became difficult to keep track of what was what, and I wished that the game had been designed to take already-used items out of play, or had some other mechanic to limit the amount of time a player can spend combing through the stranger’s pocket examining everything to try to remember which name goes with what characteristics.

The other part of the game I struggled with a bit was the final sequence on the platform, where I had to figure out the means of searching the treasure pile for a specific thing. This takes on a sort of telescoping Lime Ergot mechanic that hasn’t appeared before; it works well, but did take me a few frustrated moments to even think to attempt. It’s hard to get out of the groove, right at the end, of a game whose puzzles have otherwise all worked one way. So if more varied mechanics are going to be present, probably best to introduce them earlier. But it didn’t hold me up for too terribly long.

There is an in-game hint system, which I perhaps should have tried for the sake of the evaluation, but I didn’t end up needing it in general–which is a compliment to the puzzle design, at least!

Design

The game’s puzzle design mostly feels solid and unified, other than the last-minute introduction of a different puzzle type. Outside of that part, the puzzles refined on the same single concept and flowed nicely one into the next.

There’s thematic resonance, as well, between the gameplay of attempting to decipher the surroundings by piecing together information from two people (beings?) with an incomplete understanding of them and the thread of loneliness and frustrated communication attempts that runs through the game.

The game also has a tendency to set up and then immediately puncture well-worn tropes, such as the monstrous enemy being revealed to be a corrupted form of humans or a humanlike species, or the good old “lost technology of the ancients” (they don’t make machines like this anymore… because they make them much smaller now). This is always a solid source of humor and keeps things fun for jaded types like me who have perhaps consumed too much genre fiction for their own good. (Of course, frequently-used tropes can still be done well; it’s all in the execution. But when you have little space for that execution, sometimes a quick humorous nod is the right choice.)

Showing off the unique affordances of Dialog was not perhaps so much a focus here; I do understand that it makes a one-verb game easier to put together in this short time and saves a lot of effort getting rid of default responses, but I do feel like “it makes it easier to limit its capabilities” maybe leaves less of an impression than showing off what it can do.

Inventiveness

Ancient Treasure, Secret Spider definitely felt fresh and unusual to me in a lot of ways. I can’t quite think of a good comparison point for its figuring-out-what-things-are-based gameplay (Where Nothing Is Ever Named, maybe? But it’s certainly not a crowded field). I also can’t say I’ve encountered many interdimensional spiders in trenchcoats pretending to be human in IF or elsewhere.

The PC did feel very Tinkerbell-esque, as Pacian tacitly acknowledged, but to get that kind of character as a protagonist is somewhat unusual. (I personally can’t name any other works from the point of view of a Tinkerbell expy, which doesn’t mean they don’t exist, but it’s something.)

The setting is perhaps the least original aspect, spiders and passing trope-subversions aside, but it’s a one-room game, which makes setting harder to convey, so it’s more that it would have been impressive if it did manage to evoke a unique setting than that it’s disappointing that it didn’t.

Challenge Ingredient

The device held by the stranger—which seems to tell him things about his environment, albeit in a way not quite so straightforward as saying the names of objects it’s pointed at—is central to (most of) the gameplay, providing information to supplement the fairy’s limited perception of her surroundings. The nonhumanness of the language may not necessarily matter, but the nonhumanness of the spider matters (to his motivations, to our interpretation of his character), so I’d say that aspect of the ingredient is not neglected.

The one point off of full marks here isn’t because the dish isn’t strongly flavored with the ingredient, but because the ingredient is just that little bit shy of being fundamental to the dish. You could have had almost the same game if the spider were just chittering to himself when he looked at different objects. But it’s still an excellent use of the ingredient.

Endymion

Writing

The writing here is spare but effective, and the simplicity of it makes sense for a protagonist in this kind of survival situation. I appreciated the little looks we get at the protagonist’s personality and history; they are someone who once had big dreams and has been ground down by life, only for a dream to come true in a situation where they cannot at all appreciate it. There are little bits of pathos to it all—the ship named after your mother’s, the radio you can’t afford to fix—but most prominently the PC comes off as tired. They’ve been through a lot, and now something that should be an awe-inspiring experience is just one more thing to deal with.

The game also takes its opportunities to throw in details that make the alien craft feel truly alien—the interiors of enamel rather than metal, the unpleasant color that’s somewhat outside the human-visible spectrum, the mysterious darkness. Even the way they name celestial bodies suggests some complex system that we don’t know enough to understand. It makes sure that what should feel unfamiliar does, which is an important thing for any first-contact type of narrative.

It is definitely a puzzle-forward game with narrative, prose, and characterization as flavoring; the PC’s personal journey isn’t taking center stage here. But it’s effective flavoring, and very tasty.

Playability

I’m biased on this one as a multilingual person, dabbler in linguistics, and lover of language puzzles; I think I had an easier time of it than many people did. But I did like the language puzzle a lot and felt a lot of joy and excitement when getting a new word or finding a new instance of a word I’d seen before that helped me nail down its meaning.

I think the way the puzzles escalated made a lot of sense and I felt triumphant and smart at various moments when solving them. The thing that tripped me up was nothing so difficult as the language, but rather just your basic adventure game stuff. I got stuck for an inordinately long time at the red door, because the game said (roughly translated) “turn coil to open red door”, but I was convinced I had to touch the coil to the red door or somehow stick it in the red door, and none of the commands I tried to use to make that happen worked, and the hints were of no help… but then, is this the game’s fault if it told me in so many words what to do and I didn’t try TURN COIL? Then at the end, I figured out what message I needed to send with the device but didn’t realize I needed to scan stuff to send it as opposed to speaking it or putting it into the device somehow, and spent a while spinning my wheels on that. Is that the game’s fault? Could it have stopped me from being an idiot? I’m not sure. But it did reduce my feelings of playfulness, whatever that’s worth.

Regardless of my idiosyncratically stupid experiences, from chatter during the play period I get the impression that the puzzles were pitched too hard for the average IF player and the hints weren’t quite the ones people needed at times, but I think this is something that would have easily been fixed if playtesting had been feasible.

Design

This game was extensively taking advantage of the abilities of Dialog. The interface for adding or changing translations was easy to use and I was happy to be playing a game in a system that could have that mechanic instead of requiring typing for all of that (or just making you keep track of it by hand). The automap isn’t really a necessity in this small of a game, but it’s a nice convenience.

It also uses options Dialog has for visual styling, with the inclusion of the cover image and light and dark mode CSS. The color schemes mostly look nice and fit the vibe of the game.

(Note: In light mode, the link text/background contrast is a little too low. I think the background could just be lightened a little and that would fix it—that’s what I did with Stylebot, anyway. A very understandable issue, though—I’ve done the same thing when trying to put together two color schemes in a hurry.)

In general, it’s just really identifiably a Dialog game, and for a less-used authoring system I think that’s very cool to see.

The puzzle design is also something the chef discussed during the process, and I think their planning for how to establish, build on, and then twist the puzzle mechanics shows through in the finished product—even if some of the puzzles could benefit from more scaffolding I think the basic structure of puzzle progression is good.

Inventiveness

Endymion clearly owes a lot to its forbears in the “translation game” genre, but it’s worth noting that this is a genre that has very few entries to date. I remember when I finished Heaven’s Vault (before Chants of Sennaar came out), I went looking for recommendations for similar games, and the recommendations were very sparse (and one of them, the previously-mentioned Tork, is no longer playable anyway). I also think the way that Endymion marries the language puzzle aspect to adventure game puzzling (decipher these messages to learn exactly how you should be manipulating these medium dry goods!) is fairly unusual—it has its forerunners in things like The Gostak but there’s nothing quite like it as far as I’m aware.

The premise of the spaceship crash in a remote location is an old one, in IF and elsewhere (actually, is it meaningfully distinct as a trope from the sea-shipwreck in a remote location, do we think?). But I do think that the goal being communication in an alien language gives the story a different core from many such stories, where the PC might repair the spaceship or devise some other clever method of escaping their situation. It’s a little less about self-reliance and a little more about striving for connection. (Or maybe it’s just about how aliens are cool??? I’m sorry, I have to get on my litcrit BS sometimes, otherwise what did I waste all that time in college for.)

Challenge Ingredient

It’s hard to imagine a dish more suffused with its challenge ingredient than this one. Both the device itself, as a physical object, and the nonhuman language of its messages are absolutely central to every puzzle in the game, as well as to the story overall. It’s integral, you could say, to both the “interactive” and the “fiction” pieces. Ancient Treasure, Secret Spider is a game about a fairy and a weird machine and, well, an ancient treasure and a secret spider, and Endymion is a game about a device that emits messages in a nonhuman language. What more can I say?

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Yeah, at some point I got paranoid when I noticed that the undiscovered shiny bits were following me around. I dropped the pouch and moved one room. And lo! Shiny bits stayed put.

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The audience has chosen.

a banner reading: "AUDIENCE CHOOSES: IRON CHEF"

Despite the judges’ verdict going to the challenger, Iron Chef Dialog Draconis has triumphed in the end! The lure of Endymion’s linguistic puzzles was compelling enough to deliver a surprise victory, defanging fears that they might be too difficult.

Congratulations, @Draconis, for a stunning display of mastery over both Dialog and the craft of IF. The first of what will surely be many victories for the invicible Iron Chefs has been notched. Who will be next to challenge them?


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Terrific! I love an exciting, twisty finale.

I congratulate Iron Chef Draconis for their win and their excellent game. And I congratulate Pacian for his excellent game and his success with the judges. And both of them for making this a killer pilot for Iron CHIF.

-Wade

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:clap: An extremely well deserved win! :clap:

Given its technical complexity, solid implementation, and tantalising hints of science fiction worldbuilding - to say nothing of how it shows a mastery of both Dialog and linguistics - Endymion truly demonstrates why @Draconis is Iron Chef Dialog.

:person_bowing:

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A post was merged into an existing topic: Iron ChIF: Pilot Episode (Audience Commentary)

And congratulations to challenger Pacian for making an excellent game! I’m actually shocked at this win—I was sure Ancient Treasure, Secret Spider was going to clinch it!

This has been a fantastic pilot episode with great games and great commentary, and I hope it’s not the last we’ll see of this show. I can’t wait for another episode! After a few days of rest I’m going to see about a post-comp release of Endymion with some of the rough edges sanded off. Thank you all for participating, voting, and giving feedback; this has been a great experience all around!

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