The Golden King Postmortem

I’m going to split up my postmortems into separate threads this year, partly because my batch of entries this year was more uniformly substantial than usual, and partly because I’m not sure I’d be able to get one whopping big one out in a reasonable time. I’m starting with the smallest: The Golden King:

59th place wasn’t a great result here. However, there are a couple of big things I take away from this:

  1. This was probably not a good fit for IFComp specifically. Early reviews raised the point that this is “annual celebration of new, text-driven digital games and stories”, while The Golden King features no text beyond the title. Being in kind of a rush this year, I overlooked this detail. While I think there’s a case to be made that the audio is essentially filling the same role as text, the game also relies heavily on graphics and involves controlling a character’s movement directly with the arrow keys, and in combining all of these elements the game strays a little far from what’s generally accepted as interactive fiction. I don’t want to make a habit of entering things that later make me feel obliged to say “I promise I won’t do this again,” but…yeah. I promise I won’t do this again.
  2. Everyone writing reviews and feedback was super nice regardless. I’ve said before that one of the great things about IFComp is that judges are willing to engage with even very unusual entries, and that’s exactly what happened here. It was great to see people trying to interpret this as an allegory for something specific: President Trump and AI were both suggested, and both feel like a good fit. I’m glad that people enjoyed this experiment even if the spread of judges’ scores suggest a very mixed opinion.

In terms of the story, I didn’t actually intend to comment on any specific real-world person or thing. (Also, it’s based on a flash fiction piece I wrote back in 2015 so predates the two interpretations suggested in reviews.) I see the message as being a broader one about the danger of trusting people to recognise their own mistakes: good people might; bad people don’t.

In terms of the game, I feel as though there was room for a little extra polish but at the same time that this was probably at the limits of what I could do with 3D assets and a greater-than-usual reliance on audio. All the assets (with the exception of the “gods”) were made using Kenney’s Asset Forge Deluxe, and there were at least two versions of everything but the king (who never turns to gold) and the gods (who never appear any other way). I couldn’t find any way of changing the material of these 3D objects, so they’re actually deleted and replaced with gold equivalents in the same location/orientation as the king approaches.

Though I’ll admit the game’s rather linear, it will actually do a fair bit to accommodate any possible sequence of actions: story lines can be triggered in different orders, and if you’re really racing through then it’ll hold off on the next until the current one is finished. I’m aware that (very annoyingly!) the ending was cut off on some devices despite this and I’m completely at a loss as to why: I tested it thoroughly before submitting!

The environment ended up being rather complicated. Rejecting key presses that would put the king inside a wall or table proved less practical than making him follow an invisible, flying cube that navigates a parallel version of the level hovering just overhead. If a move places that cube inside a wall, it teleports back over the king’s location and he stays put. It was important to me that each move required a separate key press, making it an intentional choice (and more like a turn in a chess game). I don’t think it would have the same weight if you could zip straight across the floor and turn a bunch of things to gold by accident.

Though I’ve promised not to do this again, I may well borrow elements from it in future. I think there is room in IFComp for entries with a more videogame-y style of movement (though I’m thinking of more of a Bitsy-type setup here). I’m also finding that 3D graphics open up some interesting options: I can see myself using those for visual novel backgrounds at some point. Finally, I probably will do more with sound in future though if it’s delivering story text then I will provide subtitles. That was something I really would have liked to include here, even, but given the apparent trouble with lines overlapping or failing to play I don’t think it was practical for this specific title at this point in time.

The one other thing to mention here is that it was quite a surprise to see The Flourishing entered into the same comp! I’m afraid I only saw the opening snippet in Milo’s stream, but it really feels as though it opts for the same sort of highly visual 3D setup in a way that strikes me as probably a better fit for IFComp. I didn’t like to spend time during the judging period trying to run a .exe on my Linux machine (even if it’s not usually an issue) but I would like to give it a proper try for myself at some point down the line. If I do ever enter something that builds upon The Golden King, it’ll likely take some inspiration from that.

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Thanks for this post-mortem. I rather liked The Golden King, I hope you saw my brief notes on it over in the author’s forum. But I would agree the IF comp may not have been the right forum to promote it. One of the things on my own creative to-do list is a graphical point-and-click escape room type game. I think it could very enjoyable for the right audience, but suspect it would flop in the IF comp. If you do hear of other appropriate game jams, let me know.

One of the things I’ve admired about your work is your willingness to try shorter, experimental things. One of the games you entered a few years ago used RPG maker, which inspired me to buy RPG maker, and though I’ve never written an RPG maker game, I did use it in this year’s comp to create my point and click map graphics for dGOV (a TWINE game).

Regarding game length, I’ve begun to feel a little frustrated that a short game I wrote for Ectocomp last year (in about ten hours) has about the same star average on IFDB as several of my year-plus endeavors. I think I might focus on short and midlength games myself in the near future.

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You know though, I actually enjoyed this game as something a bit different. Although it wasn’t entirely text, it still had enough told story for me to consider it covered under the IF umbrella personally, and wouldn’t mind seeing something along that general lines again.

My main ‘wishlist’ for it, was that there could be perhaps a bit more divergence like different text depending on which way you went about the board, or an alternate ending.

Join the club? (Some of my ectocomp entries rate better than my bigger over a year development time endeavors too). I think some of that does sometimes have to do with games possibly being judged reflecting the spirit of which they were intended, especially the petite mort ones. (So a shorter jam game may get given a bit more grace than large scale multi year development ones, especially sold commercially.) Or maybe your Ectocomp game last year just hit the right spot to become a favourite. It happens :slight_smile:

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Absolutely, this IFComp was very enlightening to me, and one of my take-aways is that people rate things differently than smaller comps – they have higher expectations I guess?

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Wait now I’m wondering if I saw the ending or not? I remember everything turning gold and there being a final bit to the monologue. Was there something else?

I really enjoyed The Golden King, for what it’s worth! I have a soft spot for the more experimental pieces, and with the games I’ve played of yours, I’ve noticed you tend to try something new a lot. Which is cool! And I think this game was a really good example of trying to push the boundaries of the genre, whether you intended it or not.

And besides, what is interactive fiction anyways? Sure, “text-driven” yadda yadda, but where does the line of text begin and end? Does it end with audio (although I definitely think subtitles would’ve been a good idea in hindsight), or does it begin with typing single letters into a parser or clicking cookies? You could argue that a significant chunk of video games are technically “interactive fiction”, or you could go with the old definition of it being text adventures, or somewhere in between. Hell since I implied it earlier, Cookie Clicker could also technically be interactive fiction. It’s such a broad label that I love seeing what people do with it. I have a shrug stock photo on the “What is IF?” slide of a presentation I gave out for a reason.

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Just popping in to say that The Flourishing is definitely worth checking out, like The Golden King it should have done better at the comp. Also if my reviews are anything to judge by, there doesn’t seem to be a lot of appetite for audio in IF…

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For some reason I remembered it having subtitles even though it doesn’t on taking another look. I think it was because it felt like being read a piece of the story from a book as you moved around the board, all revolving around the character you were piloting, rather than a “video game”, which is why it still has that interactive fiction vibe, despite in its current form maybe being technically more interactive media. Anyway, (if the system allows you to do it) subtitles maybe would have tipped it over more into text based IF territory if you ever wanted to do something like it again (which I know you said you wouldn’t, but if you did… :sweat_smile: ). Also I wanted to mention I did really like your use of sound effects in this.Things like the garden going silent was nice touch and effective.

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This makes me sad! Given the rise of podcasts and audiobooks in the last decade it seems like there is a big market for audio storyelling. Making it interactive seems like a worthy–and possibly lucrative–frontier. Looking at Dear Anna, for example, I think there’s a ton of potential there. It was unfortunate that submission was riddled with bugs and incomplete…

I’m trying to noodle now on the attachment to text specifically, and maybe it has to do with a sense of control? It seems in the same vein as complaints about timed text, which are curious to me…

Because this is an event specifically about the art and craft of text games? There’s nothing interesting about the idea that games can tell stories through graphics and sound as well – that’s just the history of video games, and there are a zillion other places for that.

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This got enough responses while I was out at work that I don’t want to flood it with a bunch of different replies. :sweat_smile:

@Doug_Egan I did see your notes! I make a point of not responding to reviews etc. during the comp because I fear it risks discouraging criticism (and then afterwards I never have time to catch up), but rest assured I am poring over the forum like a little gremlin keeping an eye out for anything new people have said about my submissions. (I also find this helps me get a handle on the overall shape of the comp despite never being able to explore a substantial proportion of the entries for myself.) It’s great to know that one of my games encouraged you to try RPG Maker too! I’ve been meaning to do another one of those. It’s not super intuitive for choice-based works, but it’s not horrendous either and does offer a vast number of basic resources to build with: I can see why it would be useful even just for maps.

@meri_something You almost certainly saw the ending, and if you didn’t hear a line obviously interrupted then you should have got the whole story. If I remember rightly, the ending should be “And so the king came to live forever in a silent, golden world. And he was utterly alone, because even the gods had been changed to gold.” Sometimes portions of that get lost, however: it was running just fine on my own machine, but apparently screws up on some combination of browser/OS/hardware that was difficult to anticipate. I think the lesson to take away is that playtesters are important even if you’re producing something where it’s almost impossible to lose, fail, or otherwise get stuck.

@JoshGrams I think you hit the nail on the head about why this isn’t a great fit for IFComp. I’m pleased that plenty of people ultimately enjoyed the game, but the event bills itself front-and-centre as being for “text-driven digital games and stories” and if I’d spotted that wording I wouldn’t have submitted it in this form this time around. I think subtitles might just tip it over into having enough text to technically be a fit, but for me the concern is a combination of:

  • Direct control over a character’s movement.
  • Heavy reliance on graphics.
  • No literal text.

My feeling is that even some combination of two of these things is probably reasonable. I’d still consider submitting a Bitsy game (direct movement control, reliance on graphics) or an FMV game (heavy reliance on graphics, no literal text) or maybe some experimental thing where you explore an environment primarily through audio (direct movement control, no literal text) but in doing all three there’s only so much difference between The Golden King and something like Detroit: Become Human. (I think the bulk of the difference is budget.) I’m still willing to read “text-driven” very, very loosely, but I agree it’s useful to be able to draw some kind of line between interactive fiction and any videogame with a story.

If people are interested in seeing more exactly like this then there’s every chance I’ll produce something similar for another event or just because. This actually was a “just because” effort originally: I put it into IFComp because I ran out of time for another entry and found myself thinking “Hang on - I’ve got a finished story game already finished and unused!” This is partly how I ended up bunging it in without, uh, glancing at the front page of ifcomp.org beforehand.

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Ok I think I got the full ending then! It made sense at the time, but your post planted a seed of doubt in my mind.

It’s really interesting to hear your explanation of how the movement was coded with a hovering cube. Did you say what engine you used to build it? If I recall, simple bounding box collision detection in Unity is a built-in you can turn on and off, but maybe not in other engines?

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It’s GDevelop. The issue isn’t so much detecting collisions (which is trivial) as that I wanted the king to tween elegantly from square to square but not start a move that would make him bounce off a wall or anything. I imagine it’s possible (and maybe even straightforward) to do that with just one object, but jumping a cube to the new location and then either popping it back if it was inside a wall or moving the king if not seemed the simplest option. I guess one other method would be to have four invisible cubes surrounding the king and then disable the corresponding arrow key for any that were already inside an object.

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