Russo-a-thon

Captain Piedaterre’s Blunders, by Wade Clark

What makes a Verdeterre-like a Verdeterre-like? A design-focused analysis of the subgenre would zero in on key elements of Captain Verdeterre’s Treasure, the game that launched the mini-trend: high-score-chasing gameplay, a time limit, a complex optimization metapuzzle providing a framework around the individual challenges, and an expectation of multiple replays to come to terms with all of the above. Captain Piedaterre’s Blunders, however, has a much simpler answer: just put Captain Verdeterre, the world’s snarkiest rat pirate, in the game.

Mr. Green-dirt only has a glorified cameo at the end, however – instead looting duties fall this time to his cousin, the eponymous Captain Piedaterre. That punny name is one of the one and a half very solid jokes in this short choice-based take on the formula. The half is the Piedaterre takes the adage that one person rat’s trash is another’s treasure a bit too literally; as you run around a treasure-laden pirate ship (not your own), you reject the shiny stuff in favor of everyday dross. There’s a bit of backstory here that explains the source of this curious approach to valuation, and provides a sample of the game’s breezy prose:

This splintered chair leg lights the corners of my mind. It reminds me of the day when, as a wee rat, I fell off a broken chair and landed on my head. Coincidentally, that was the day I discovered I had exceptional taste in all aesthetic matters.

Despite its choice-based interface, the game is unexpectedly written in Inform, with a convenient set of options enabling you to make choices by clicking hyperlinks a la Twine, typing a number, or both. The system itself works well, but I ran into some broader UI issues when playing via the browser, as “More” prompts kept popping up and requiring me to scroll down to the bottom of the window in order for new keypresses to register; sometimes a simple space bar or page-down would do the trick, but other times I was reduced to using the mouse to manually drag down the scroll bar, which was finicky process – fortunately the clickable links helped avoid this issue when it got too annoying.

For all that there was clearly a lot of time spent on the interface, I did find the substance of the game rather bare. It doesn’t wear out its welcome, to its credit, but as mentioned, it forgoes the dynamism and optimization of the core Verdeterre-like gameplay loop in favor of presenting a static environment with few puzzles; you mostly just walk through the small map grabbing whatever bits of dross you see (and if you don’t see any upon entering a room, you just poke and prod at the scenery until you find it). For a short comedy game, it’s fine, but since it so clearly invokes the original, it can’t help but suffer from the comparison – really, that title is a magnificent gag that deserves at least a little follow-up (I would love to see how Captain Piedaterre’s city apartment is decorated).

5 Likes

Thanks much for the review, Mike.

Yes, as the game was originally going to be a demo in an extension, the scope of it was small. I concentrated on the comedy.

It is unfortunate the UI has become clunkier over time. I alluded to general troubles with scrolling and the appearance of choices when @Tabitha reviewed the game. The appearance of all those MOREs is also unnecessary, but non-trivial to fix. I’d have to recode the game for the version of the extension that now only exists in ANDAC, which for me would be non-trivial.

When I showed the game to Ryan back at the time, he declared it to be canon, so that was kind of him and I feel good about that :smile:

-Wade

4 Likes

SALTWATER, by SkyShard

Now that the post-Twine revolution is well and truly settled, it feels natural to survey the different choice-based subgenres – branching CYOA-style narratives, RPG-lite quality-based narratives, puzzle-y parserlike hybrids – and think yes, of course this is how it had to be. But if you went back to 2000 to tell a reasonably-cosmopolitan member of the parser-focused amateur IF community that in 25 years choice-based games would be a big part of the scene, I’d bet that they’d think you primarily meant hypertext fiction. While many folks back then thought CYOA and gamebook approaches were overly simplistic, literary hypertext had serious ambitions and academic cred that matched the arty aspirations of the IF scene, so it might not have seemed like that big a gap to bridge. Of course that’s not the path events wound up taking, and I’m not sure of any contemporary authors mainline-IF working in that tradition other than Kaemi Velatet. But I still sometimes wonder what our Comps and Festivals would look like if the hypertext model was a major influence on our games: we might see narrative choices decentered in favor of allusive linkages, characters deemphasized in favor of linguistic play, and thematic coherence seen as a greater virtue than a satisfying plot. We might have better tools, in short, to create, present, and engage with games like SALTWATER.

Recapping the premise and the way it’s elaborated here might start to get at what I mean. The game plays out over three acts that are more like cycles, with each one moving an ensemble of half a dozen or so main characters (and maybe a dozen more supporting ones) through a sequence of set-pieces and flashbacks that see as much variation and elaboration as straight repetition, before ending in a climactic scene that brings everyone together in a collapsing church just as the world might be ending. The emotions are pitched fever-high, and the roles each character plays progresses over time: there are always people being lost, and people looking for them, but the identity of who plays any particular role is always in flux. There are different subgenres at work, largely divvied up between the different viewpoints the game provides: one character is drawn back to a past they’d tried to flee by the death of their parents, and is haunted by one of the people they left behind; another is running a sort of Lord of the Flies apocalypse-cult, squatting in the ruins of an old slaughterhouse to listen to the prophetic whispers of long-dead pigs. Much of this is compelling, but none of it is especially naturalistic, and besides a shared juxtaposition of externally-mediated catastrophe against salvation through connection, the strands aren’t woven together especially tightly.

Indeed, I have to confess that it took me a while to get into SALTWATER. The entire first act – an hour or so of playtime – consists of jumping from one perspective to the next, running through five or six entirely different sets of characters and situations with little time for the often-disorienting plot elements to breathe, much less engender investment in the characters or their world. And the relatively traditionalist choice-based approach to interactivity highlighted my lack of understanding and investment. There are quite a lot of novels I’ve loved while still experiencing pervasive moment-to-moment confusion about what exactly is happening or which character is talking (Ulysses is the obvious touchstone here, so let’s give the shout-out to Gaddis’s The Recognitions just for variety’s sake) – but that confusion lands different when you’re expected to put yourself in someone (whose?) shoes and make choices for them. There’s an early sequence, for example, where I had to decide whether a bartender (who I knew basically nothing about) was going to lie to Molly, a customer he’d just met (who both I and he knew nothing about), about an old woman who’d just collapsed upon entering the bar (who both he and she knew nothing about, though I at least had a small inkling about her deal since she’d featured in one of the earlier vignettes) – trying to figure out what the bartender might do, and why, and why I’d be expected to have any clue about any of that, took me right out of the game.

SALTWATER is also sometimes a bit slapdash about its worldbuilding and characterization. Rye, the aforementioned prodigal child, is introduced receiving a phone call from their sister, who asks them to come to their parents’ funeral to help support her. But then the next time we see them, the funeral’s over, and the last we hear of the sister is when an old friend asks Rye how she’s holding up, and Rye waves the question away with a dismissive “she’ll be fine.” Meanwhile, the societal decay implied by a bunch of children taking up long-term residence in the meatpacking plant is nowhere on display in the other sequences, and I got hung up on the revelation that the aforementioned bar is miles and miles from where people live (it sure doesn’t seem like it’s in a business district either, so who decided to set it up there?) And there’s an overreliance on talismanic images and activities – many of these are individually powerful, but between rising floodwaters, a collapsing church, a flickering lighter, bodies being put into and dug up from graves, people being lost in the snow and warmed back to the land of the living, plus the oracular pigs and maybe-ghost, there’s too much being crammed into the frame to fully cohere.

Yet I did find that I enjoyed the game substantially more when I got to the second act, and SALTWATER shifted from introducing a disorienting panoply of people to fleshing out their motivations, personalities, and the context for their decisions. And on a paragraph by paragraph level, the writing is often quite evocative and engaging (the way Ink is customized here meant that copy and paste wasn’t working for me, so you’ll have to trust me on this). By the time the third act came around and it became clear that events were moving into their final configurations, I found myself moved by the plights of some of the characters, hoping for them to find some peace.

All of which is to say there’s a better version of SALTWATER that ruthlessly simplifies it, cutting unneeded viewpoint characters (the bartender and Molly wound up being completely irrelevant so far as I could tell), building more extensive linkages between those that remain, and rigorously providing context so that the player feels empowered to make choices on their behalf. But I think I’d like that less than the other better version of SALTWATER that leans into its messiness, doesn’t impose expectations of agency on the player, jumbles up the characters without worrying so much about where one ends and another starts, shifts the prose to be even more poetic, and presents its various narrative strands not as rigorously-alternating plaits in a braid but as nodes in an ever-expanding, densely-interconnected web: a beautiful sally in a hypertext revolution that never was.

7 Likes

And that, I believe, is our lot – 49 reviews of games not entered into the major Comps or events, a wonderful, vital slice of some sadly under-examined corners of the contemporary IF scene. I’m not sure these reviews have adequately conveyed how much I’ve enjoyed this event: some of the games were diamonds in the rough, others unjustly-overlooked masterpieces, and some were curates eggs, but regardless it was always refreshing to encounter something new, and I’ve likewise enjoyed everything my fellow reviewers wrote (time to catch up on a bunch of the ones I missed!)

Thanks to Tabitha for putting the event together, and thanks so much to my sponsors for being partners in raising some money for a really great purpose! I’m hoping there’s another Review-a-Thon in 2025 – I guess there’s nothing left to do now but wait and see.

…UNLESS… there were some kind of BONUS REVIEW still to be written before the Comp kicks off???

17 Likes

Naughty in the Library, by HHRichards

A library is an alchemical machine: fittingly, it was Sumerian priests who first took the quicksilver knowledge coursing through their minds and transformed it into dull clay, a Philosopher’s Stone in reverse. Perhaps that’s an overly romantic view of what at first were merely storehouses of commercial transactions, allowing proto-bureaucracies to ensure that taxes were paid and contracts satisfied – but information is information, and transformation transformation: despite all Gilgamesh’s literary striving for immortality, Ea-nāṣir has precisely the same share of it. And we can run the metaphor in reverse if we like – after his death, Ashurbanipal’s capital of Nineveh was razed as his empire crumbled, but the fires baked the tablets in his great library, preserving them for millennia to kindle the scholarship of those who came after. That’s a miraculous exception, though, we all know the library at Alexandria only burned to ash; it was well past its prime, so who can say what was lost.

A library is a mirage of justice. Late in his life, Andrew Carnegie endowed thousands of libraries to enable young people, starting out in life as impoverished as he had bit, to educate and better themselves; if any of these eager students were able to similarly catapult themselves to the apex of plutocracy, I’m unaware of it, just as I’m unaware of any sums he donated to trust-busters. A hundred years later, public libraries in Los Angeles are a refuge of last resort for the homeless, with librarians struggling to provide them the services they need while still making the space safe and accessible for other patrons who need a place to study, or get online to submit a job application or benefits paperwork (California’s pull-yourself-up-by-your-bootstraps crowd succeeded in slashing our property taxes in 1978 – library staffing levels dropped by a third overnight and have never recovered).

A library is a pivot point. If you asked me what I wanted to be when I was 7, I would have said paleontologist, and at 17 I would have said cosmologist. Bush v. Gore and the War on Terror made me wonder whether there were more pressing problems in the here and now, but my first taste of real activism was trying to save my university’s library: my senior year, we caught wind of a plan to turn the central library building into offices for fund-raising and administration (if there’s an apter found-metaphor for the ways American higher education has gone astray in the past quarter-century, I haven’t seen it), leaving each department to cram a few books into whatever rooms they could spare and archive the rest off-site. The building was an unlovely steel tower, and named after a former professor infamous at the time for dry-labbing the results that won him the Nobel Prize and infamous later for his support of eugenics; still, a library’s a library. I organized a petition that a tenth of the student body signed, conducted a notably hostile interview with the dean who’d masterminded the plan, and wrote fiery editorials in the school paper. I graduated that summer, eventually to wend my way to law school; the books lasted on campus only a few months longer.

A library is an act of hubris. Borges connects the universal library with the upward-yearning tower of Babel, Eco’s labyrinth of books conceals a truth that might make us laugh at the divine. Why do the thoughts of particularly metafictional authors incline towards the library when they want to overthrow the heavens? Because it’s possible to imagine a library unfettered by constraints of time and space, freed to pursue its telos of bringing together all knowledge that exists, all knowledge that could exist – more than anything else human-made, libraries gesture towards omniscience, that divine perquisite. Or are we to think it a coincidence that Diderot, first among the Encyclopédistes, ruminated about strangling the last king with the entrails of the last priest?

A library is a place of honor. Forget the vexed, restrictive arguments about the cultural canon, which are all about exclusion; what’s important here is the way the collection of a public library signals inclusion, asserting that at least some people will find at least some value in everything on its shelves. No wonder then that right-wingers have turned our libraries into warzones: the defining characteristic of the reactionary mind is the psychic harm it suffers at the idea that people different from them are equal in dignity, and so what greater insult is there than seeing literature of, for, and by those you hate given a place? You can enforce hierarchy on bodies, exalt some spaces at the expense of others, and you can try to do the same with books – there’s that pesky canon again. But books are stubborn things, and short of burning them (oh, do the reactionaries dream of burning them) there’s no way of shutting them up.

A library is also a place where you can bone; if that thought occurred to you before any of the ones above, and ideally you like MS Paint and dislike eyes, boy howdy do I have a game for you.

In my defense, Tabitha speculated that my Naughty in the Library review might be the shortest I’ve ever written, and because my brain is sick I heard that as a challenge to redo it and over-lard it with the purest Russovian malarkey I could generate. So surely given such provocation, I am blameless in the eyes of my creator!

Thanks again to all the authors, reviewers, and especially Tabitha for organizing. That’s really a wrap for now; see y’all in a couple days as we do it all again for the Comp!

15 Likes

Phenomenal.

5 Likes

Congrats on the table-run!! I enjoyed all your reviews and am especially appreciative of the ones of my games. :smile: Finally getting around to responding, which I meant to do sooner…

Originally HDY was even more similar to Aisle, as I initially started writing it as essentially a one-move game—after any action interacting with Heron, you’d be prompted to reset using the time-rewinding watch from Cycle. But I scrapped that when I realized it wasn’t really necessary.

Yeahhh, I spent so much time on all the actions in HDY that I somewhat neglected the story. :sweat_smile: But I am keeping all the feedback on this one in mind for my next one-room, one-NPC parser game! And I’m glad you enjoyed Cycle!

Re: A Collegial Conversation:

Yeahhh, I wanted to give players a break from the disorientation of constant POV-jumping on subsequent playthroughs if they wanted it, but this is an unfortunate side effect. But thank you for playing and for the thoughtful review!

:joy: :clap:

7 Likes

Hi Mike!

I’ve been stopping by the forum less and less lately so unfortunately I missed this review when you posted it.

I had a lot of fun reading it. I must be a terrible person because I laughed out loud when I read how Donald repeatedly shut you in a coffin.

I’m so sorry. I was in full-on mischief mode when I wrote that game, so a partner who turns the torch on and off when you’re trying to do stuff in the dark seemed like a hilarious idea at the time. Officer McRonald is the author-avatar I’m afraid.

But I’m glad you took it all in good part and managed to finish the game. And congratulations on a whole thread of incisive and entertaining reviews!

— Jason

8 Likes

I’m so late for the review ehem.

Hi! Thank you for such a detailed review! I really appreciate any feedback I can get and here there’s a lot for me to look into, especially to implement for my WIPs and future projects.

Yes, the shifts in perspective are something I got mixed opinions on and gave me my own internal conflict. I noted my mistake here especially because I like playing with POV quite a bit so learning how to use it better will come in hand most certainly.

Lol, I suppose the “translated” feel of the writing (besides any style or lack thereof) might have a root on my growing up with 2 languages on my hear, one of which is English.

I will definitely keep this to work on my areas for improvement (;

5 Likes