Quotient, the Game by Gregory R Simpson
Style: Parser
Played : 7/16/25
Playtime: 2.25hrs, hit a trigger wall I could not cross
I am unsteadily balancing on a tightrope with my experience of this game. Not because I am unsure of my response to it. I am SO SO sure of that. Because I am quite sure that in communicating that response, here, in public and documented for posterity, will be so alienating to you my dear, indulgent reader, that I have no hope of getting safely to the other side. I see no future where I do not plummet from this height, mirroring my exact experience with this game. Maybe if I retell it, how I got this far from safety, so wildly unbalanced, you can at least understand my dilemma. Before you watch me plunge to my reputational death, right along with whatever regard you had for me and my words.
This is a parser game, a light spy romp apparently based on properties I have no prior exposure to. How much of the game is reflective of those sources I cannot say, and will have to factor no further in my review. I found this to be a reasonably competent parser. It makes an early design choice that does a lot to smooth its inevitable burrs. Interesting nouns are italicized in text, calling attention to their relative importance and by extension deprioritizing other nouns in surrounding text. This turns out to be a potent design choice. A common problem with parsers are unimplemented nouns.
"..you see a bookshelf here..."
>EXAMINE BOOKSHELF
You see no bookshelf here.
This is a pretty common parser artifact to this day. “Implement all nouns you type” is easy advice to give and nearly impossible advice to follow 100%. As writers, you are conveying a mood, and you often need nouns to do so. You KNOW it’s not important, merely scene setting, so it is easy to forget potential players will NOT know this. QtG suffers this unimplemented noun problem in spades, pervasively so, but via the simple italicized emphasis it at least conveys to the player where the boundaries are and hopefully minimizes wasted time. It is an effective choice to mitigate this common shortcoming.
There are other implementation frictions as well, less effectively mitigated. Most notably limited synonym space. In several spots it was clear what the game wanted to happen, but required synonym-spamming to get the command accepted. This was also pervasive but not a show stopper.
The story/gameplay was a clear winner early on. Exploring the headquarters of your new spy job, familiarizing yourself with the tools at your disposal and the characters you need interact with, all this was done competently, clearly, and with enough search areas/find keys/interact with people chrome to keep the challenge tractable and rewarding.
The vibe of the piece is quite interesting, as established in the first 2 hrs. First in the mix are artificial parser conventions like minimally reactive conversations with NPCs; several massive loredump objects that teeter towards intrusive, but manage to stay on the entertaining side; pervasive compass directioning; collect-everything movable ethos. These feel squarely in the middle of the road of expected gameplay and are enhanced by imaginative mcGuffins and interactivity. Bolted onto this gameplay is a spy-movie world of shadowy global organizations, Uber-competent bureaucrats and elected officials with king fu sidekicks, weird science, and super criminals. It is a very specific, light vibe that couples to globe trotting gameplay once the narrative kicks into high gear. FURTHER bolted to this stylized, pulpy world is a very real-world travelogue. As you travel through Ethiopia, Oxford, Washington DC, you are treated to simplified but deep implementations of actual locations. Sometimes complete with (jarring in their inconsistency) photos of the architecture and locales in question. It presents kind of a narrative dissonance actually, bounding from outlandish pulp conventions to real-world grounding and back again. This is a world where one puzzle, super well-clued, demands you put a succulent plant on the hood of your plane. And also lovingly details Oxford’s campus and history. I wouldn’t say the combination is unworkable, just not well integrated, forever keeping the player in tension between pulpy excess and real world grounding.
Here is the point where you say, “Ok, I see how the work is maybe a little unsteady in its aims and implementation. You seem on solid ground though, reviewer.” Hold onto that thought, dear reader. This is the point in the narrative where I attempted to go to space for plot reasons. To reiterate, at this stage we have established a silly cast of exaggerated characters (including a wildly popular female President), and dissonantly detailed real world locales.
To get to space we encounter a narrative development that provoked a mental reaction analogous to the gag reflex. To get to space, we must visit Starbase City, Texas, home of SpaceX and Elon Musk. Yes. In addition to fun, exaggerated spy movie tropes, and hyper-real factual locations we now add unabashedly fawning oligarch propaganda. In some ways this setting synthesizes the dissonance already present in the narrative. According to text, Starbase City is an ecological showpiece of Clean City (b*%*^ please, do your homework), and is mankind’s glorious gateway to the stars. All thanks to the selfless genius of Elon Musk.
Where the hell does this plot development live? In the pulpy spy-movie side of the house? Where real-world Musk is recast as just another exaggerated, heroic figure in our spyworld pantheon? Or on the travelogue side of the house, where its uncritical endorsement lives alongside straight-faced factual reporting? Either way, WHYYYY? And also
HELL NO.
Aren’t we past uncritical lionization of a man who unapologetically Nazi saluted the world? Who decided the best way to battle woke propoganda (whatever the hell that strawman is) was to create MECHA HITLER?? For sure, I am. If cast as a Bond character, there is for sure only one role Musk would fit and it’s NOT THIS. I checked the date. Developed in 2024. This choice gets no “of its time” forgiveness. I took barely a moment to reclaim my equilibrium and NOPE’d out of there so fast I didn’t even log my score.
That’s right, former dear readers. I refused to patronize SpaceX even in fiction, thanks to a visceral reaction to an unforgivably misguided creative choice. I stand by that decision. I stand by it in the full knowledge that subsequent gameplay could easily reveal Musk to be the true villain, or perhaps some other equally mitigating development. I stand by it on the strength of the visceral reaction its uncritical text provoked in me.
While your regard for me and my now-clearly-illusory impartiality lie bleeding out on the floor, know that I understand this is an EXTREMELY unhelpful, prejudicial and biased personal response. Perhaps based on values you might, despite the wealth of reported evidence, personally disagree with. I recognize this to the extent that I am unlikely to burden IFDB with hosting this review-cum-screed. While I recognize the aggressive specificity of my response, I apologize for none of it. Sometimes the hill you die on is actually a very high wire.
Also, I can now conceive of a 5 minute game that would NOT be worth my time. That was a real paucity of imagination on my part.
[Apologies, thought I had captured a transcript, as far as it went. Perhaps my ragequit compromised it.]