Altarach by Katie Canning and Josef Olsson
Played: 4/9/24
Playtime: 2hrs
It is rare for me to see the ‘Interactive’ and ‘Fiction’ aspects of a work as truly separate things. Sure, I sometimes lean on those aspects when writing about IF works because its honestly pretty convenient, but the alchemy is how they come together to form a new, more interesting thing. I mean, isn’t that why we’re here? Fiction without interactivity is a story. Interactivity without fiction is a parlor game. There is always an implicit question about the combo, ‘what does interactivity bring to the table v like, just reading a book.’ (That is somehow a more interesting question than ‘what if bingo had a character arc???’)
I’m not an academic, and there’s probably much better thought out constructs than whatever I’m about to type next but let me try to call out some explicit things interactivity can bring to a narrative.
- collaborative character building through choice architecture and prioritization, more strongly investing the reader in a protagonist
- narrative pacing for dramatic effect
- dynamic graphical flourishes to enhance specific moments
- collaborative plot development, letting reader input influence events; at its most pronounced resulting in multiple, orthogonal stories (all of which provisioned by the author in some way)
There is a temptation to categorize based on the latter. Is it a linear story enhanced by Interactivity? A pass/fail narrative of puzzle solving? A full branching narrative of ever-richer complexity and text volume only the minority of which is presented in any one playthrough? None of these are inherently better than any other, just different aims.
I’ve spent a lot of time on this explication, while nominally discussing Alltarach (seems I gotta get there sooner or later). I’ve done that because this is the first work I concluded the interactivity might have detracted (though not completely!) from the experience. So, let’s surgeon scalpel this thing and talk story first.
This is a deeply accomplished story with a compelling central conceit: that Irish Myth and Christianity (specifically its lore) coexist on equal footing with each other. That Cu Chulainn and Saint Patrick are basically peers, and exist and influence mortal affairs in qualitatively similar pro-active ways. What an amazingly subversive and challenging premise! I honestly gasped when I realized what it was about. It takes the trappings of Mythic lore and applies them to a time of growing Christian influence in a Battle of the Gods as it were. CHRISTIANITY IS EXACTLY AS TRUE AS MYTH. Whooo, swinging for the bleachers! I love the unrestrained chutzpah of it! It does make for some really shocking and strange juxtapositions, like when Christianity (as the newcomer) is positioned as the more liberal, accepting strain of belief. I didn’t read that as a fault though, more as a bold-faced CHALLENGE. It is a gutsy, supercharged take of pure audacity and I love it for that.
And it is EARNED. Thanks to a detailed bibliography, its mythic trappings are comprehensive and well thought out, employed progressively through a story of escalating scope. The text veritably oozes with Irish authenticity. Literally so, if you read the copious footnote bubbles as pushing through the story, so dense that the story cannot keep them contained. Between the richness of the tone, its authentic patina and pure audacity, it is easy to be swept along by this tale and I was.
So let’s talk about that tale: a sister searching for a lost brother and uncovering mythic truths and family secrets. The brother is portrayed as a stoic but compelling mystery, the protagonist as detached and a bit helpless, and both grow and change throughout the story. They are mostly up to the task of navigating this deeply compelling world, but for different reasons can’t help but pale a bit next to it. The WAY they pale though, almost always devolves to the way interactivity is employed.
Let’s start with the protagonist. She is our main interactive avatar for most of the story. We set her priorities in how we pursue the investigation. We set her character in how we choose to interact with other characters. We collaboratively build and invest in her… to a point. The story is often good at integrating our input, but significantly also often whiffs on it. In my play, there was a local boy of repellant ego who I rejected at every turn. Nevertheless, the story insisted on a path I had avoided. Similarly, another boy I flirted with amounted to nothing. Choices I had intended to be mild reproach turned into bitter, over-emotive outbursts. Discussion topics I prioritized according to an inner character priority read out of order, emotionally. It all had a distancing effect where my Brid was at war with the piece’s Brid.
Similarly the brother. While I liked the graphical cues when the narrative shifted to his perspective, his interactions struck me as distinctly different than his early characterization. I could rationalize early scenes, where he was alone and presumably we were seeing an inner life he shields from others. But when reunited, if anything, he gets MORE emo and expressive, as presented in dialogue choices I might select. Okay, that was a bit glib. Admittedly he was going through some stuff. Even so, the contrast to his early characterization (unremarked upon by our protagonist!) was jarring. The cumulative effect of both of those things was characters at war with the narrative because of interactivity.
Perhaps its biggest deflation was in plot influence. The climax is structured as a conversation between the siblings to decide the results of the quest. Interestingly, the player gets to cycle between them, taking both sides of the dialogue. I liked this in concept. On the sister’s side I felt this was reasonably well implemented, and fit a dialogue-based game paradigm of ‘can I convince him through topic selection?’ The other side though, felt kind of all over the place - inconsistent characterization, uncanny and incomplete response availability and ultimately a BIG DECISION. My problem was, until the end none of it felt strictly under my control despite my nominal driving, to the point the final real choice felt untethered. Because I could form no coherent character in my head, I actually had no idea what me-as-brother would do, or even why those choices were available at that specific point. So I cheated, and chose what the sister wanted (she earned it!). And didn’t feel great about it.
To walk back some negativity, let me say the other aspects of interactivity - graphic flourishes and text pacing were done very well, and to advantage. In particular the POV cues in color and font were really nicely rendered.
So where does that leave me? A piece whose setup and background are top tier that I can’t express enough admiration for. Whose employment of Irish Myth was entrancing. Whose take on Christianity was confrontive and challenging. Whose language and narrative are superb. And that only fell down when it let ME get involved. So, who’s the problem here?
Mystery, Inc: Daphne
Vibe: Mythic
Polish: Gleaming
Gimme the Wheel! : If it were my project, I would marvel that I had anything this transgressive and marvelous in me. Then I would, with great regret, excise the brother’s side of interactivity and focus on sharpening the sister’s choices, responses and climactic gameplay. Because y’know, SAYING I’d do that is just super easy.