JJMcC's IFCOMP24 3-R-O-O-T

(cause last year was REROOT? yeah? yeah?)
(I get it. The road runs out on this soon, just like it did for Fast and Furious)

Opening my third year into my second phase IF journey, the unearned swagger of the last two years feels unnecessary. Doesn’t mean I won’t trot it out, just that I’m aware of it. Wild how something new and experimental in year 1, can be refined and improved in year 2, and eventually just ossify into ‘same old same old.’ Well, welcome back for SOSO! As ever, my IFCOMP judging is rubric based:

score artistic response fn() tech intrusiveness
1 Bouncy AND unplayable
2 Bouncy OR* unplayable
3 Mechanical AND intrusively buggy
4 Mechanical OR* intrusively buggy
5 Sparks of Joy AND notably buggy
6 Sparks of Joy OR* notably buggy
7 Engaging OR* mostly seamless
8 Engaging AND mostly seamless
9 Transcendent AND not seamless
10 Transcendent AND seamless

*XOR, technically

Key Terms:
Bouncy - subject matter or writing style that bounces me away, whether author’s fault or not
Mechanical - material that may not bounce me, but doesn’t connect with me either
Sparks of Joy - uneven material that nevertheless has bright shining spots of “Hell Yeah!”
Technical Intrusiveness - bugs or technical limitations that downgrade the experience. “Intrusively Buggy” will mean its technical flaws dominated my experience. “Notably Buggy” means technical issues colored my experience but I was able to work around or power past them. “Mostly seamless” means there were issues, but they did not shade the game’s imapct.

And three further tenets of this by-now-hoary endeavor:

  • I do not read reviews until I have committed my own thoughts on a work. No peeking!
  • Randomizer is my master. All hail the master.
  • About 1/5 works will get a bonus/penalty point where the rubric is inadequate to summarize the experience. Some have gotten both!

This is a particularly fraught fall for me, personally. While I hope to continue my streak of table-running there is real risk this year. Is this the year I fly too close to the sun? What HUBRIS made me think this could be MY THING?

WHY DID I MAKE THESE WINGS OF WAX?!?!?!?!? YOU MAKE FAKE VAMPIRE TEETH OUT OF THAT, NOT AERODYNAMICALLY SOUND APPARATUS!!!

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Quick addendum on methodology:

As I zipped through my first half dozen, I encountered a high density of AI assisted works, of one stripe or another. Don’t know if this is an artifact of randomization or leading indicator of the proliferation of generative AI tools. Likely both. IAC, dear reader, know that I have FEELINGS about generative AI. As you consume reviews, it is fair to understand that perspective to determine if I am the stunningly insightful reviewer of our age, or simply a dude screaming at traffic as the world passes him by.

Here then is my AI-compact with you, the reader (and you, the author):

  • AI-generated cover art will not be factored into any review. It gets a ‘by’
  • AI art intrinsic to the piece might or might not factor in, depending on how essential I deem it to be to the experience.
  • AI generated text, with sadness, will unavoidably inform my reviews as first review will explain

I do not mean this creepy manifesto to be a catalyst for dialogue on merits/threats of generative AI. Certainly those conversations go on EVERYWHERE. I do not intend that any other reviewer feel compelled to take a side here. I merely offer this as a public service to help contextualize how useful or not my reviews are to you, the reader.

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Hebe by Marina Diagourta

Why does anyone do this reviewing thing? No one reason, obviously. For me it started as a simple impulse: to try to give something back to the community in advance of asking it to consider my own efforts. It quickly got a lot more complicated. It turns out that the prospect that my words might help someone refine their art gives me hope that I have more to offer than raw snark and good intentions. Underpinning a lot of it is admiration for the medium and the artists that continue to transform it beyond anything dreamt of in the early days. There is so much negativity in the modern age, an opportunity to find things to gush about makes me just a little more resilient and centered.

So yeah, it’s all about me.

The common thread to this miasma of feelings is connecting with the work of another human, then further connecting with humans that have also explored that connection. So. What does this mean in the encroaching age of generative AI? This is a work that embraces new technologies to produce art, acknowledging its debt to automation to produce text. But most IF, especially parser IF, IS text. Where does human authorship stop, and machine authorship begin? Is there a line where machine authorship reduces the human part of the art? At what point am I inadvertently connecting with machine? And why on earth, given the things that motivate me to hammer out words for you to read, would I want to do that?

There is an argument of ‘so what? What does it matter if the work makes you feel something?’ Ok, fine. But what if it doesn’t? What if the words are capably rendered, the scenario clearly and adequately painted, but ultimately just flat? Then what? If authorship were unambiguously human, I would endeavor to show where and how that impression developed or missed the mark. But if it is because machine? I have NO interest in providing feedback to a machine that in the best case, has no way to digest my observations, and in the worst makes itself BETTER at a human endeavor I wish it weren’t involved in in the first place.

This is a Greek Myth IF, where as the titular protagonist you are asked to free your god brethren by solving IF puzzles. Last few years there was a spate of art that recontextualized and transformed Greek Myth in fascinating and revitalizing ways. (There’s one on Netflix right now!) This is not that, this is a pretty straight-ahead representation. Find some trapped gods, solve puzzles, on to the next. The gods themselves have no particular character or personality hooks, no neat twists, and rarely escape their familiar lore. If fact, if NOT for that lore their characterization would be nearly non-existent. How much of that is AI, and how much author choice? It certainly seemed to be missing a spark of some kind.

It isn’t helped that the gameplay is demanding in the least satisfying way. Early on, the difference between traditional cardinal directions, ‘go to,’ and ‘sail to’ is unclear. Its nouns are wildly uneven in their implementation - meaning most small details respond with ‘you see no.’ This trains you not to poke too deep. Until some puzzles REQUIRE deep dive into nouns no more or less prominent than their neighbors. NPCs, arguably the MOST human-adjacent aspects of IF, are similarly completely shallow (dare I say, robotic?). They have information to impart, but with almost no character voice of their own. Interactions outside that functional purpose generate a ‘you get no response’ Even when asking about, say, a trapped spouse they have just asked you to find!

The effect of all this is to highlight the mechanical moving parts at the expense of idiosyncrasy and unique human voice. Then to try to hide those parts behind capable text that more obfuscates than enthralls. The combination of all that is that puzzles are much harder than they should be - depending on if you poked at the right noun or not. It was pretty clear what needed doing in most cases, but the mechanics of finding missing pieces to do them were obtuse. In one case I literally turned rings to a near-random combination and it worked. In another I waited until the solution presented itself, just waited. The combination of obtuse yet also anti-climatic was off putting for me.

It also hit what seems a pretty big bug. Per the text in one location, both the Agora of Thebes and Mount Olympus were N. Going N though took you to an empty location. I think this made the game unwinnable (intrusive if not unplayable, per my rubric), as a pair of gods needed to complete your rescue were clued as being there. I spammed some commands just to see if I could power past to no avail.

I’m not thrilled that my first review of COMP24 comes across so negative. There is every possibility that being told AI was involved colored my response, I leave that to the reader to decide. There is every possibility that the work’s shortcomings have nothing to do with AI at all, and just needed more refinement. Between the flatness of the scenario and characters, and uneven puzzle implementation I guess I would RATHER attribute these things to AI. For sure, I want more humanity in my art!

Jeez, first game of Comp, and I am spiraling into existential angst and techno-paranoia. I mean, the O-O-T does stand for “Out of Time”. I’m at least true to my billing. Buckle up folks, I’m turning into a curmudgeon before your eyes!

Played: 9/1/24
Playtime: 2hrs, score 30/maybe 90? (4 gods rescued)
Score: 3 (Mechanical/Intrusive Implementation gaps)
Would Play After Comp?: No, engage IF for different thrills

hebe_jjmcc.txt (146.6 KB)

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No intention of derailing your review thread, but this sums up my own thoughts on the matter so well that I had to say thank you for articulating it!!

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This review also sums up my feelings.

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Where Nothing is Ever Named by Viktor Sobol

This is about as close to a bare metal parser as you can imagine. In an undefined space, with two undefinable objects, get out! Gameplay here is the key, the focus being on experimenting with the almost-nothing you are presented with to determine the rules and ‘reality’ of the scenario. It’s language is kind of belligerently, hilariously unhelpful, striding a line of meaninglessness and JUST enough nuance to tickle your logic ganglia. For me, the language started as frustrating, but almost immediately became a strength of the work. It is doing WAY more than raw word count might indicate.

I haven’t played many of these “experiment to find rules of the world” games, but the ones I HAVE played have often been more baroque and frustrating than rewarding. Maybe it was the scope of this one, maybe the engineering of its feedback and soft wording, but this really hit a sweet spot for me. Just opaque enough to be mysterious, just responsive enough to reward experimentation. The solution was very much in reach, in just a few moves. I was kind of flabbergasted at a sudden ah-hah moment only to realize that was the end of the game!

What do I do with this? Probably because of its opacity, the moments of clue revelation provided a legitimate charge of joy, almost immediately segueing into triumphant conclusion. Its word choice was just about perfect for its conceit. Those were undeniable Sparks this work elicited from me. And yet, because of its brevity, that was really ALL it offered. I didn’t have enough time to ramp into Engaged. It was a seamless implementation, and yeah its brevity helped make that manageable, but I have seen plenty of short works that couldn’t wring out their technical issues, so still noteworthy.

I got a charge out playing it for sure. Its brevity means it is impossible to be a waste of your time. But its modest goals were also kind of …insubstantial? My white hot triumph almost immediately faded to “that’s it?” And then, “what’s next?”

That’s fine, though, right? We eat M&Ms too!

Played: 9/1/24
Playtime: 5 min, escaped
Score: 5 (Sparks of Joy/Seamless, penatly point for… ephemerality)
Would Play After Comp?: No, experience is complete

wnien_jjmcc.txt (2.2 KB)

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Thank you very much for the review! I will try to implement this feedback in any future projects!

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Sidekick by Charles Moore Jr

I have taken to calling this “link-select UI on otherwise parser-based gameplay” stripe of game “Twinesformer.” I am resigned to not being able to make ‘fetch’ happen, but am too enamored of it to drop it. This may be the most intricate version of this paradigm I have yet encountered. Deep parser constructs like “attach to…” “put in…” “pour on…” are provisioned here. A vast array of nouns are available in most locations and conversation trees. This is a two edged sword. On the one hand, it successfully mitigates one criticism of this style: ‘lawn mowering’ all possible command combinations to get a result. The command space is so large, and includes enough clearly incorrect combinations to cast doubt that it is worthwhile to try.

On the other hand, in order to provision all those combinations it takes, 3,4,5 clicks to build the commands you would type into a command prompt in a fraction of the time. The UI is implemented as a semi-standard NAV block, inventory block, command expansion line, and system command block. Unlike other implementations of this, it is printed inline to the transcript and is just dynamic enough to require a full read every time. Often requiring searching lists of text for the noun you want. Meaning its layout regularity does not turn into command efficiency. If I could make one recommendation, it would be to put this ‘control’ section in a static pane away from the transcript. That would go a long way to reducing the clumsiness of it.

The story is a comedically engaging one - you are an Old West gunslinger’s sidekick, whose task is keep your charge alive and on task ridding a town of baddies, fighting his unearned confidence every step of the way. It is a tried and true formula, and the setup here is capably rendered. The local color NPCs are amusingly portrayed, for all their terseness. The environment and scenarios are pleasantly silly and occasionally laugh out loud funny. It is a great playground, economically established.

It does feel though, that the vibe it is striving for is at war with its gameplay. The ‘help’ command generated real dread when it revealed the presence of two benighted old-school tropes: unwinnable states and inventory management. Are these ever fun? Ok, unwinnable states has its defenders, but I am DECIDEDLY not one of them. There was at least a mode option to inform you the moment the game became unwinnable, which I appreciated. I instead played ‘standard’ mode, a deliberate choice to give the game opportunity to try and convince me of unwinnability’s merits. It did not, but to be fair, the scenarios themselves telegraphed their unwinnable decisions well enough that ‘UNDO’ was usually pretty obvious. There were also some insta-deaths that were funny enough to mitigate any frustration. Even so, I can’t escape just how often I was clicking ‘UNDO.’ Yes, much less onerous than a restart. Still well short of fun.

Let me scratch a bit at these unwinnable states. One inescapable feature of this gameplay choice is that the player will revisit, sometimes often, flavor and setting text. When that text is cold and concise, it kind of disappears into the problem solving focus. When it has personality and humor, for me anyway, it devolves into a grim reminder of the fun I COULD be having, instead of retracing old ground, over and over.

There is another way the game commits to its old school vibe - hiding things around town expecting the player to find and pick them up, with their use only becoming clear waay down the road. This is a perfectly legit and time-tested approach. However, it ALSO becomes baffling when confronted with the puzzle that needs them, but no text hinting what might be needed. Ie, if you didn’t already FIND the magic thing, you won’t have any idea it’s even available, let alone necessary to solve the puzzle. The text did no work to point you to missing possibilities. So you try so so many ill-fated and unsupported things. And then UNDO repeatedly. Add some timers to those puzzles and it can be many iterations before you realize you don’t have what you need. It is no exaggeration to say UNDO was, by FAR, my most utilized command. In retrospect, perhaps I should have consulted the walkthrough sooner, but it does speak to the piece’s strengths that I chose not to for so long.

So what we have is a delightfully engaging setting, chock-a-block with wry humor (and surprisingly cold, and funny for it, deaths), married to a PUNISHING gameplay paradigm and clunky UI. There are infrequent but notable bugs: “since the itself fills most of the space”; “There’s currently You are here.”; a donkey that follows you even if its enticement is not present. These are notable, but not overly intrusive in and of themselves, though the latter definitely falls into an ‘absent magic item’ puzzle category.

In the end, for me, the amusing prose and setting could not escape those contrary gameplay choices. And I didn’t even talk about the deeply unrewarding inventory management click-drudge. Lots of bouying Sparks, but too many notably intrusive counterweights dragging it down. And so, so, …so…so

…SO much UNDO.

Played: 9/1/24
Playtime: 2hr, score 3/17
Score: 5 (Sparks of Joy/Notable UI and gameplay fighting)
Would Play After Comp?: No, saturated on UNDO

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When I opened this one, I assumed it was a hybrid click/parser… so I was very dismayed when I found I couldn’t type. :sob:

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Yeah, at this point I’ve seen a lot of attempts at this ‘build-a-command’ approach, but can’t say I’ve seen one yet that makes me go ‘Eureka! They’ve found it!’

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Thanks for the feedback.

Regarding the interface - I think in my mind I was optimizing it more for tablets or touch devices (it’s a much smoother play, i think, even on a relatively small phone screen).

Probably should have put that in the blurb somewhere…

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House of Wolves by Shruti Deo

This presents as a graphically handsome choice-select, of the choices don’t matter subgenre. Like most of this genre, its effectiveness comes down to its thematic resonance and its use of interactivity to enhance that. These works typically flirt openly with devolution to short fiction, which is not as prejudicial as it sounds.

I found the interactivity here effective when it leapt beyond the page-turning-link default. Presenting illusory choice, click-to-continue as a way to convey the tension of forced progress were both used effectively, if sparingly. They ably underscored the central point of the work - and the protagonist’s duress.

The theme I found a little too light. Its most obvious interpretation seemed to be of a home-schooled vegetarian child with aggressively contrarian parents, with all the deep and despairing angst that scenario produces. There were some interesting comparisons drawn between software constructs and life in this state that were a highlight for me. The education level there did call into question a young child’s experiences and maybe pointed to a more sinister (paranormal question mark?) adult situation. It was all left so unclear and implicit though, that any number of interpretations could fit. Clearly the player is aligned with the protagonist, and meant to feel the despair and coercion. Coercion bad, right?! It also felt… overly dramatic? In a way that spoke to perhaps some immaturity of the protagonist?

I did a mental exercise. What if the coercion in question was vegetables, broccoli say, with the protagonist determined to eat nothing but twinkies. The angst and despair of a young PC would still feel completely of a piece and would require almost no changes to text. But boy would it change the theme of the piece, no? Look, I am absolutely NOT drawing an equivalence between animal ethics and immaturity. I am saying that the theme here was unfocused enough to allow both interpretations and by extension that distasteful connection . The work’s heightened melodrama, coupled with the spare underlying details, called its premise into question in a way that was kind of interesting but begged all kinds of questions it couldn’t answer. And it was certainly undermining to the narrative presented.

Ultimately, this disconnect was too great to move me beyond a mechanical engagement with the piece. Ambiguity in art is very interesting, if that ambiguity swirls around a core central theme. Ambiguity OF that theme is not as compelling, and can drive some actively objectionable connections.

Played: 9/2/24
Playtime: 5 min
Score: 4 (Mechanical/Seamless)
Would Play After Comp?: No, experience is complete

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I felt as though House of Wolves really hammered home the point that the conflict was not actually about food at all. Since anyone who’s interested could play the game itself in five minutes I’m going to spoiler tag the rest of this reply rather than try and figure out which bits in particular would spoil people’s experience of it, but one scene I encountered involved the protagonist being offered cooked meat and thinking something along the lines of “Oh, wow. This is a thing you can do? That’s what I wanted!” The really key thing seems to be that the family of wolves force them to eat raw meat because they’re also a wolf. Eating raw meat is normal. Why can’t they just be normal?

My interpretation was that eating raw meat was a metaphor for something completely different that the family insists on but the protagonist just can’t do. I wasn’t 100% confident in that (and may not be the right sort of reader to pick up on it strongly), but the content warnings say that the game “contains scenes that may be upsettingly similar to depictions of transphobia or other forms of anti-queer bigotry” which is very much the vibe I got. My guess is that although there’s some intentional ambiguity, the story is not specifically about being forced to eat meat when you don’t want to. If I had to hazard a more specific guess, I’d say the protagonist is studying at home at the time the game’s set (either because of COVID - since everything seems to be online - or because their family is keeping them on a short leash) but previously got a chance to live elsewhere and encounter people who don’t conform to the particular sort of lifestyle that we see being forced upon them.

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Oh, I very much agree it was intending to be metaphorical. My point was, in choosing that particular metaphor and expressing it that way, it perhaps inadvertently muddied its intent. The two meal based interpretations are WILDLY at odds, and become even more dissonant (and repellent) if extrapolated into more dire space.

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Redjackets by Anna C. Webster

AlRIGHT! A horror-themed, noir-adjacent investigation jam! About TIME we got one of these!

Notwithstanding that snarky opening, I am in fact quite positively disposed to this genre. If not QUITE as rare as the above paragraph intimates. You are one of 3 investigators in a vampire-politics world, charged with maintaining a semblance of human-vampire peace. By whom? Unclear. Resourced and staffed by? Uncertain. Relative authority in the shadow world? Unspecified. This slipperiness of setup is actually not a problem, at least not ALWAYS a problem, as a stage-setting infodump would be far worse. Its lack of detail often allows us to assume the best, or hand wave gaps, to keep things bubbling.

Before we get there, let’s talk characters. You get to choose to play one of three. I chose the “Hollow, Seasoned, Stubborn” one. What? Don’t read too much into that. This put me in media res into an investigation of a previously captured vampire that had transgressed through inexperience. Already though, there was a disconnect. The illustration topping the page seemed of a young person, clearly not me, so I assumed must have been the charge I was investigating. Nope! This grizzled, ex-cop, ‘too old for this…’ curmudgeon looked all of 19. Ok, vamps don’t age physically but background suggested I was a cop BEFORE turning. That was a dissonance with the piece.

Here’s another dissonance. The link-select paradigm produced what I believe to be an unintended consequence. Like a lot of links, it was bolded and underlined to convey its UI purpose. It was ALSO almost always the last sentence on the page. Reading a bolded, underlined sentence conveys a weight, an import to those words. THESE WORDS HAVE MEANING, READER! Here, read these two passages and see how they play differently in your head:

“Because if we’ve got a victim, and we’ve got a suspect… What we need now is a motive.”
“Because if we’ve got a victim, and we’ve got a suspect… What we need now is a motive.

Right? You can HEAR the swelling musical DUN DUN sting! Now, imagine that on EVERY PAGE. It quickly establishes a rhythm in your head, an offputting one of the narrative throwing import at you, so often unearned. It is hard to overstate how distracting this becomes by the end. I think, textually speaking, the work would have been better served by a simple > prompt or somesuch at the end of a page rather than distort the text itself. Even a different color without highlighting markup might be less intrusive and still serve the UI purpose.

The last dissonance I want to observe is plot-execution-based. Despite its mostly obscured nature, when the operation of the detective agency WAS detailed, it was unconvincing. In an early sequence, the third playable character, a young vampire, is turned to an undercover agent. This turn was ill-justified and unconvincing in the text. The reasons AGAINST the development were well established, then summarily discarded seemingly with a shrug. The fact that my character, the grizzled-seen-it-all ex-cop, took this turn at face value despite GREAT reasons not to… I didn’t buy it. The fact that it never paid off later kind of made it worse. Then to GIFT this new recruit with a uniform known far and wide as the organization’s calling card… TO AN UNDERCOVER AGENT??? Later, during a climactic confrontation, a fight scene seemingly depended on antagonists standing stock still while the protagonists executed increasingly complex moves. The work was peppered with details like this that just didn’t land.

I have gotten the negatives out of the way, and since many of them showed up early, I can’t say I was ever truly engaged in the work. (Well, except… I’ll get there.) That said, there were as many or more positive details I simply loved, not the least of which was the character of my PC and another playable agent, Declan. They had agency, voice, awesome personalities and showed admirable competence more often than not. Legitimately interesting character creations.

Another strength was the in media introductions of other organizations and their casual conflict/intersection with our heroes. This was employed as an effective way to embiggen the world, and often with just enough detail to entice and not too much to draw questions. I particularly liked the bureaucratic incompetence of the California branch.

These treats, enjoyable as they were, were to be eclipsed by a midpoint scene that rocked me out of my ossifying impressions. To that point in the story there had been a lowkey connection between two characters, one I had been nurturing when presented with choices to do so. It exploded into a scene of such incredible emotional nuance I literally sat straighter in my chair as I devoured it. It EASILY could have been stock mutual confessions set to swelling music. Instead, it honored both characters (and my prior choices), and presented a bittersweet emotional realism and earned drama the work had not telgraphed it was capable of. The prose was note perfect. It flashed then removed choice links, tantalizing me with what could have been, but wasn’t. What a powerful use of IF that was! I honestly mentally slow clapped by the end of the scene. It was powerful, compelling and landed like gangbusters. It was immediately followed by an abstract ‘passage of time’ sequence that was almost as affecting, and a joy to read. These two sections, back to back, minimized all my prior complaints. If I hadn’t been taking notes, it could have flushed them from my head. How much was the unique product of my choices v authorial hand I couldn’t say, but I DO say that sequence, at least temporarily, rocketed me into true engagement.

The climax fell short of that height, but in the afterglow of that super effective scene I was a lot more forgiving. I did restart the game to play again as the other well-defined character, but quickly realized the plot wasn’t going to change, and it was hard to justify a second playthrough. That said, that gift of an emotional scene well justified the play.

There were some technical issues, listed here for the author. They were few and far between enough not to make them ‘notable,’ especially after that key scene did some kind of mindwipe on me.

Random Notes

spelling: bus pas(s)
You clap a hand over her mouth as if trying to suppress it. (your mouth?)
You v She - periodic changes of protagonist POV
graphic glitch:

Played: 9/3/24
Playtime: 1hr as Lynette, 15min as Declan
Score: 6 (Sparks of Joy/Mostly Seamless)
Would Play After Comp?: No, experience is complete

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Yeah. In your review, you have articulated some ideas for what the metaphor could be. In my review, I was sufficiently displeased with the whole thing that I didn’t want to spend any time articulating possibilities, because I felt there were almost an unlimited number and that the conception of the wolves would render half of them non-sensical.

-Wade

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The Killings in Wasacona by Steve Kollmansberger

I think I respond to a murder mystery like I do pizza or sex. Even when it’s not that great, it’s still pretty great. The intersection of human drama and intellectual puzzle is just a time tested winner. Arguably, while it took a few years, those same impulses power large swaths of IF as a whole. I will say, this one challenged itself with some first impressions that gave up a lot of ground it would have to recover.

It opens with a view of a murder. So specific a view, it seemed to pretty definitively narrow the suspect pool (and motive space!) with out-of-character knowledge. As a ‘you-solve-it’ this was a wild choice I still don’t understand and am not sure the work loses anything by dropping. The second early misstep was in the setup: a FBI rookie, fresh out of the academy, flying solo on her first case. Don’t they pretty famously partner those folks up? For LOTS of reasons? Strike two.

The third strike was leaning into a ‘die roll v attribute’ tabletop paradigm. I have a quibble with this mechanism, including on the table. When testing things an rpg merely simulates, say swordsmanship, sure, roll away. Probability is a big numbers game, have at it. Mysteries only KIND of do that. They are more cerebral, more explicitly testing player ability to connect dots and form theories. Making a die roll in that kind of thing both reduces player initiative and introduces an unwelcome guest to the thinking party - random chance. Do you notice the clue? <die roll> Nope. How about the next one? <die roll> Bad luck, no again. Yes you have RPG-like stats to deploy to swing the odds but no guarantees. This mechanism raises the prospect that through no fault of your own, the fates will not provide enough data. That flies in the face of the cold, logical underpinnings of murder mysteries! And BOY does that impression loom large over every failed die roll. Yeah, I understand probability and big numbers but I NEED THAT FOOTPRINT!!!

Fortunately for KiW the rules of baseball allow for, I wanna say, five strikes? Five strikes. After digging a hole for itself, the actual investigation started. Here, we just smoothly shifted to a new gear and never looked back. There is a very useful map highlighting the geography and clue locations that updates with the investigation. You interview lots of folks, suffer lots of die rolls and generally start assembling the picture. It’s not a full strike, maybe a foul ball, but I do wish location text varied after the first visit. Continually seeing the same introductory text for two straight days chipped at immersion and would be easily fixed by if (first visit) else (default) type coding. Even so, the choices started logically, then bloomed over time into a large web of possible connections (and red herrings) to untangle. NPCs were simple yet believably distinct, events transpired with clear motivations and consequences, it was just solidly constructed. It’s not perfect. Some failed die rolls block clue paths that you CLEARLY could just call someone else to help with, but at this point progress was assured enough that the misses grated less. More importantly, as the implacable hand of big numbers asserted itself I did get disconnected clues to wrestle with. Before I knew it, my decrying of die rolls had cycled from irritation with the mechanism to full on engagement in the mystery.

It rewarded my engagement. The mystery was a satisfying procedural romp that seemed to have multiple paths to solve, and to be at least first-order resistant to bad die rolls. I do wonder had I chosen a more physical protagonist, given the die rolls laid out for me, would their path have been as resilient? Maybe the challenges presented are tuned to the investigator in some way to ensure fairness? As a one-solution mystery I’ll probably never know. Certainly the physical rolls I uncovered were statistically small enough to make that a concern.

By the end, I had developed a solid enough theory but had acted more deliberately than urgently and people paid the cost. This was a cool and legitimate outcome of my approach! I did manage to solve it (puffs chest) despite my die roll misgivings. I had climbed, however tentatively out of the first impressions hole it had dug into a really good time, capstoned with earned accomplishment. I just wish I hadn’t labored so long under the shadow of those first impressions to really enjoy the ride start to finish. As it was, I will have to split the difference between Sparks and Engaging.

Since I opened with a sex metaphor, then segued into a baseball one, I have a question. What is the sexual equivalent of fifth base? There’s five of those too, right?

Played: 9/3/24
Playtime: 45m, 5/5 solved as Negotiator
Score: 7 (Sparks of Joy->Engaged/Mostly Seamless)
Would Play After Comp?: No, experience is complete

7 Likes

Yancy at the End of the World by Bez

Ok, this is a sprawling work that is doing a LOT. The word I keep coming back to is ‘unfocused’ though, and I think it has to do both with how much it is trying, and how those things play off each other. Here is a laundry list of elements at play here:

  • zombie apocalypse
  • corrosive preconceptions
  • marginalized populations, and socio-political aggressions
  • audio acting(!)
  • safe space creation and policing
  • inter-generational aggression
  • family loss

All of these things ricochet around the narrative, caroming off each other, as often as not to cross purposes rather than building to something.

The piece opens with an underplayed ‘zombie apocalypse’ sweeping the planet. Our core cast of characters then proceed to basically treat it like background noise to their lives of creative pursuits and online community. The thorough and complete disconnect from the world around them, and lack of consequences in that world!, put me in the mind of the cast of Seinfeld. Deeply self-absorbed people, impervious to the outside world in the cocoon of their own drama. Notwithstanding the walking dead, one character wanders aimlessly outside, looking for photo ops. Another lets his daughter play in the neighborhood! An early scene in a supermarket establishes the perceived threat, but makes no impression on any of the main cast beyond ‘did you see the news?’.

The world itself seems to be adjacent to our own, except that surprisingly dog-/cat-/and snail- people exist. But so do dogs that are only pets! I guess in this world that’s just the way it is, but MAN does that open so many wormy cans that go unexamined. Nothing is done narratively with this by the way, it just is.

The online community itself, an enclave of high school friends and acquaintances who all found artistic outlets and non-mainstream sexual identity journeys, reinforces this disconnect at every turn. As society is presumably in turmoil, they are preoccupied with reconnecting, establishing their journeys, and policing a not-quite-empathic-enough member. Yes, his transgression was clumsy. But it is hard to believe as a longtime member of this community that this is either a) his first transgression or b) that he hasn’t absorbed norms by being corrected before now. Instead it generates great drama, ECLIPSING THE ACTUAL APOCALYPSE. This presages an exchange between the protagonist and the MOST generous, MOST sympathetic NPC where the PC reveals their sexual identity, then reacts really badly to the confused response.

Before I wander further onto that VERY thin ice, let me sidebar about gameplay/interactivity. The choices are really two varieties: exploration and protagonist character building. Depending on how generous/enthusiastic/wounded/angry you choose to play, you are building a character in your head. As far as I can tell, there is no impact to plot in these choices. Similarly, your explorations are either geographical, or whom you choose to IM. For the most part, you get one explore, one IM, a group interaction where you shade responses and a similar 1-1 facetime for ~10 days of gameplay (spread out over months). The exploration is interesting, and provides some latitude to privilege some interactions over others. The heavy lifting though is in pure character build.

Ok ice, here I come. The chance this ends with a cold dunking is very high. After some collaborative protag character building, we reveal that they are aroace (not a spoiler, in the blurb!). Our most sympathetic NPC responds, conveying their emotional loss at that revelation. Is that a great response? No obviously, they did take the fraught revelation and make it about them. Was it heartfelt and earnest, and from a place of honesty? Well, yes. Was it in turn responded to with grace and forebearance? Um, no. It was treated as every bit the emotional violence as the prior, much clumsier transgression. And here, the character I had carefully built - a mix of forgiveness and pain, cycled into a reactionary a$$hole because of the limited choices I was given. To the character that had bent over backwards to make me welcome in this new space! I was no longer aligned with my protag.

I can hear the ice cracking under my feet. The Awful Right has this narrative that ‘wokeness’ is nothing more than a ‘cancel-happy gotcha machine.’ At its best, wokeness describes grace and humility in meeting people where they are, and supporting them for it. The first transgression, yes, was clearly from a place of entitled cross-examining. This one though… no. I have more to say on the voice work, but for now let me just say that the actor that played Nekoni is a star. Their voice work in this exchange was so CLEARLY expressing internal regret sourced from real affection for - and NOT judging of - the PC. How anyone could listen to that performance and decide “outrage” is the right response… I have nothing to say to that person. If you want grace, give grace yeah? The fact that both PC and NPC immediately tacked to this overbearing and rigid authorial line… it pushed at me.

This dissonance was compounded by another plot development. At one point you have opportunity to meet a character who tells you, in no uncertain terms, they want no interactions, please go away. If you ignore them and revisit anyway, you are thanked for getting them ‘out of their shell.’ (Lol, that’s funny for reasons). You see the issue? You are explicitly asked to respect a character’s choices, violate their wishes, then are thanked for it??? How is this not a GREATER transgression than what was so dramatically escalated above? Yet is REWARDED?? On the one hand, I think this is a very subtle and effective nod at the complexity of these issues where people sometimes get trapped in their own mind. On the other, that very complexity requires MORE grace, not less, and makes the above stark condemnation even worse!

Hey, we’re barely halfway through this.

So that zombie apocalypse? Turns out it’s fine, actually. Yeah, there are now zombies in the world, but no worries. They seemingly don’t eat people anymore? And now zombies are a repressed population, drawing ire of reactionary right dickheads? Sounds about right. Our core cast is suddenly MUCH more engaged in this (not the least of which via a neat twist where one’s brother is left zombified). There is a lot of social business that gets observed and then resolved, but our core cast is not really involved except as spectators, one of whom has big stakes in the matter. As a story arc it was interesting but backgrounded enough that it failed to engage. There are also SO many unanswered questions that really muddy the waters. Do zombies eat people? Seems like they did at some point. Can they ‘turn’ others against their will? Seems like they did at some point. These questions corrode the situation enough that there’s a lot more grey than the narrative acknowledges and instead kind of hand waives away, leaving the player at a loss.

There is also the matter of the protag’s mom. An aggressive ‘no, you are my SON’ shrew of a woman, swallowing the Awful Right party line so hard it literally kills her. She is portrayed as irredeemable and unpleasant and I pretty immediately avoided her like the plague. When she develops health issues, the game suddenly got real. She was no less irredeemable, arguably more so by denying the evidence of her eyes. But, as protag, my choices suddenly became much more constrained. Leaving her to her own devices, which might have been my first choice, was not an option. Above, I decried authorial choice steering that made the protag react in ways I did not believe in. The crucial difference here is, the limited choice in this scenario was not only COMPLETELY BELIEVABLE, it was a powerful use of interactivity to drive home the awful complexity of these toxic relationships. Lack of true choice was a powerful narrative tool that made me understand and empathize with the protag MORE, not less. I found this entire sequence difficult, complex, infuriating and powerfully realized. It was the showcase sequence of the work, I think.

So, where does this leave me? A patchwork of dramatic preoccupations that narratively, with one very notable exception, missed more than hit. I kept coming back to the question ‘why zombie apocalypse? It is mishandled so often, why is that even in the narrative at all?’ Then it occured to me. What if I treat the world of this work as PURE metaphor, not story at all? Holy crap do things open up then. Animal beings become a broad range of perplexing humanity our only duty is to accept as is. Online communities become echo chambers that can be equal parts supporting and blindering.

The zombies become a masterstroke of genius. The concept of ‘zombie’ is pretty universal at this point, beyond mechanical details. As a consumer of pop culture, we bring all those preconceptions to the table. As I reflect, it occurs to me the NARRATIVE does not confirm zombies’ threat, it is us (and their world) that ASSUMES it. So later, any inclinations we have to question zombie personhood comes from a place of preconception and prejudice. What a powerful, amazing choice! It puts the reader squarely in the difficult place of having to combat their own prejudices! While I rebel at the narrative storyline of the zombies, the METAPHOR is an incredible, subversive choice. It also retroactively forgives some character choices that do not presume flesh eating.

As a story, the work was too all over the map for me, with too many jarring, baffling choices. (And one searingly effective plot point.) As a metaphorical construct to challenge the player, it positively sings. It also opens up what I feel is its crowing allusion: that the zombie apocalypse is NOT about zombies themselves! It is about surrendering to the shittiest side of our nature. THAT is the real apocalypse. Unlike most zombie fiction, we’re not just the worst part of the apocalypse, WE ARE IT.

Played: 9/3/24
Playtime: 1.5hr
Score: 6 (Sparks of Joy in parent storyline and metaphor/mostly seamless outside audio)
Would Play After Comp?: No, experience is complete

I know I promised some feedback on the audio acting, but I really think I can’t top that final line. So think of this as an appendix.
On balance, I think the audio detracts more than enhances. Like timed text, it has the effect of making the player (who has already read the page) wait for the game to catch up, with the attendent impatience that can generate. There are definitely some great performances, highlighted by my favorite above, but the lack of ambient background sound (when warranted) further detracts from the overall effect. Newsroom, crowd, workplace, etc settings make it glaringly obvious when background noise is missing. It is also distracting when the text notes a beeping sound absent from the soundtrack! Lastly, the mix seemed a bit off. In particular the volume difference between Laz and Nekoni went from barely audible to quite loud, and was jarring.

7 Likes

In Wasacona? Murder.

2 Likes

First Contact by dott. Piergiorgio

Full disclosure: I am a Beta tester for the game this work is a prelude to. Meaning, this is not my first introduction to these characters and this world. (It isn’t yours either if you played Creative Cooking or The Portrait)

This cheekily-named piece is doing a lot of table-setting work, both in world building and character and relationship building. Its interactivity is minimal, primarily of the information-exploration variety, cast here (initially) as the protagonist’s wandering mind during an eventful day. It is more short story than game, its links of a page-turning variety.

As a short story, it is burdened by the demands of loredump. Ultimately, I think, overburdened. If it were me, I think I might have split this into two separate works: world background in one and interpersonal drama in the other. Each of these components has an arc to describe with dramatic crescendos and my sense is allowing each to breathe on its own would be a more satisfying experience than muddling them together. Not the least of which because the super, super non-vanilla fantasy world envisioned here is so… singular. It takes a LOT of oxygen. Too there are narrative decisions that in isolation might be more digestible, but when compounded on each other strain even the most willful attempts to play along.

The setup is a young elf’s (sidebar - ok, I know, when elves come up, I historically froth maniacally against their anti-dwarf racism and overall superciliousness. If nothing else, this world’s elves have so far admirably challenged my OWN biases)… where was I? Right, protagonist is a young elf entering magic school. As a world building conceit this allows a few things: 1) to detail how magic works; 2) to provide some social history of the world via a ‘welcome address’; and 3) to provide a flavor of its pan-species population.

I can hear you whining away out there. “Oh man, an in-story lecture? The info-dumpiest of info-dumps!” Well yes, but the narrative choice to focus the lecture on physical artifacts and first-person flashback accounts mitigates a lot of that. It provides immediacy and stakes to what could be cold history recitation. Rather than droningly relating “Alamazix begat Byrrrhana begat Chatham begat…” we are treated to two dramatic anecdotes that summarize the formative conflict of the world… 10,000 years ago.

Ok, Utopian world building (cause that’s what this is), has a serious challenge for non-Utopian audiences. We know how miserable societies can be, and we have seen any number of promised Utopias impaled on the twin spikes of time and human nature. In about 5000 years of recorded history. In that time innumerable societies have risen and fallen, and never for being TOO GOOD. We need to be convinced that such a thing is possible AT ALL, nevermind over an extended period of time, by implicitly refuting the lessons of our own history. Now compound that challenge by reflecting on how something 10,000 years old could even be relevant today, let alone defining. Strangeness (and boy do we have that in spades here!) is the best tool available. Yes, long-lived mortals shrink the march of time, that’s one help. Living memory is a powerful (though as the current US election shows, somehow not powerful enough) sustaining force. If we had just a little extra push… maybe Magic Breast Milk? It’s so crazy it JUST… MIGHT… WORK!

As wild as this world’s lore is, of which my capitalized three word summary only scratches the surface, it nevertheless helps bridge that cynical gap. Its shock value to modern sensibilities is an asset here, rocking us from our smug cynicism with a cold slap of WTF. It is even more powerful once you get past the shock value and digest it metaphorically. (heh, digest.) A ritual recreation at about the halfway point nearly manages that impossible task, and notwithstanding quite a few melodramatic quibbles is the strongest crescendo of the piece. This should have been the narrative climax of a standalone work.

It wasn’t. That first climax leaves us off balance in this very metaphysical, very sexual, very utopian world. The work has successfully used shock value and dramatic crescendo to get us over the hump. Rather than let us settle into place, consolidate our gains and regain our equilibrium, it instead piles on additional leaps and shocks, each more rushed, less earned and so less dramatic than the one before. The core thruple’s meet cute, Special Magical Destiny and Hidden Eternal Bond are really just too much, for one sitting at least. These pretty big revelations get nowhere near the buildup as that first one, and are presented at an escalating pace that we have no chance to get comfortable with.

All this would be helped, I think, by separating into two stories. Establish the background in the first, including the capstone ritual. In the second, focus on student life and allow the thruple’s romance to blossom and bloom. THEN introduce revelations. Stand on a cured, hardened bedrock of established lore for that second story, rather than molding all the clay at once. For me, the formulation we are given improbably generated Sparks with its bonkers world building and legit first climax. The continual piling on of rushed Revelations after that just pushed me back from Engagement.

Now, the above reviews the piece purely as a standalone work of IF/short story. Dramatically I think it overburdens itself against that goal. But what if, as seems exceedingly likely, that is not the goal at all? What if the goal is purely and simply to lay the groundwork for the work that follows, to allow IT to focus more narrowly on its narrative aims? Provide that bedrock to build off of? Maybe it is accomplishing exactly what it needs to do in service of the author’s vision for the next work.

Played: 9/4/24
Playtime: 1.75hr
Score: 5 (Sparks of Joy/Notable translation artifacts)
Would Play After Comp?: No, except maybe for scientific research

7 Likes