The People's Champion Tournament: Lottery Results/Meet the Contestants/"Quiet Play" Commentary

The official drawing has been held! The list of selected candidates has been sent to @mathbrush, who will be giving an overview of eight of them each week (in lottery drawing order) over the course of the 8-week “quiet play” period.

In the meantime, following is the list of games that were nominated but NOT selected. Due to the high volume of nominations, 41 games were passed over by the Hand of Fate:

These are the nominated games which were not drawn and are NOT participating
  • A Day for Fresh Sushi
  • A Matter of Heist Urgency
  • A Sugared Pill
  • Ataraxia
  • Barcarolle in Yellow
  • Bigfoot Bluff
  • Bureau of Strange Happenings
  • Crystal and Stone, Beetle and Bone
  • Darkiss! Wrath of the Vampire – Chapter 1: The Awakening
  • DOL-OS
  • Fair
  • Filthy Aunt Mildred
  • Guess the Verb!
  • Guttersnipe: Carnival of Regrets
  • Hana Feels
  • How to Be a Blackbird
  • Hunger Daemon
  • I Am Prey
  • I Contain Multitudes
  • LAKE Adventure
  • Large Machine
  • Light My Way Home
  • Map
  • Messages from the Universe Graveyard
  • Mirror and Queen
  • Moondrop Isle
  • PataNoir
  • Present Quest
  • Quotient, the Game
  • Risorgimento Represso
  • Robin & Orchid
  • Sunset Over Savannah
  • The Lookout
  • The Master of the Land
  • The Play
  • The Prairie House
  • The Wand
  • Ugly Chapter
  • Vespers
  • Who Kidnapped Mother Goose?
  • You Are a Chef!

A special round of applause for all of these games and their authors! Hopefully, you’ve all had a chance to look them over on IFDB and add the ones that interest you to your wishlists. Every one of them comes recommended by another player.

If anyone wants to say a few words about their picks which were passed over, why not go ahead and post on this thread? It will help them get the recognition that fate denied them.

The “Meet the Contestants” posts by mathbrush, eight contestants at a time, will be around the start of each week, and division assignments have been posted on the main thread.


So far, the following contestants have been introduced. Games are listed here in lottery drawing order; click a game to jump directly to the post including that game):

  1. Alabaster
  2. Captain Cutter’s Treasure
  3. Six
  4. To Hell in a Hamper
  5. Inevitable (2003)
  6. Winter Wonderland (1999)
  7. Bogeyman
  8. Once and Future

The next eight games will be posted circa Sunday January 19. Stay tuned…

7 Likes

The only one of my picks which missed the cut is Hunger Daemon. This was the winner of the 2014 IFComp, making it rather more recent than the rest of my picks, but I feel like it faded into obscurity pretty quickly afterward.

Hunger Daemon is a short, humorous and exceedingly polished and well-written traditional parser game featuring fairly easy puzzles, and is Polite on the Zarf scale. It would be a great choice to suggest to novices as an introduction to IF.

The game is a parodic take on the Lovecraft mythos, with a lot of lighthearted social commentary on modern Western religious practice. I grinned my way through most of the game, and then broke out laughing hysterically when I got the final act. If you happen to have had a Jewish upbringing anything like mine, you’re likely to do the same.

4 Likes

The only one of my nominations not to make the cut was The Wand, and I feel pretty sore about that. I was kind of amazed that Art DiBianca didn’t have more nominations, at least that I saw. The guy deserves more representation in these kinds of things.

5 Likes

Only two of mine did not make the cut, and those were DOL-OS and LAKE Adventure. I’m sad those didn’t get in, since I greatly enjoyed those.

Also, I Am Prey is a shame. It’s one of my top 20 games…

6 Likes

I wanted to point out that Universe Graveyard lets players comment in every room. The author put some stuff in there and so did players and it’s hard to know what’s ‘real’ and what’s ‘fake’. Pretty fun!

5 Likes

I submitted Hana Feels which didn’t make the cut. You take on the role of a series of critical people in one person’s life, Hana. You get to see how your approach, advice, etc. all have an impact on how Hana experiences the problem she’s having, with multiple endings to each section and the work as a whole. There are some great illustrated character portraits too. Really well put together work, it doesn’t take long to play, I really recommend it to everyone.

5 Likes

I had a chance to check how many nominated by each user were selected. Most everyone had at least three of their picks selected. A few (myself included) had only two, and one unlucky player had only a single nomination make the list.

On the other hand, two players had every single one of their five picks drawn!

Almost every game with multiple nominations was chosen, the sole exception being Risorgimento Represso. By fortunate coincidence, Illuminismo Iniziato (its sequel, which was nominated by AmandaB), was chosen.

Four games had their tickets drawn twice: Eidolon, Augmented Fourth, Once and Future and Bogeyman.

6 Likes

I Contain Multitudes was one of my favorite games from IFComp 2021. It’s a bit janky (it tied for the Banana for a reason) but it’s one of my favorite mystery games regardless.

I didn’t nominate it but I’d also like to shout out The Master of The Land for being (in my opinion) one of the best choice games ever entered into IFComp. It’s so rich and sprawling that a lot of people didn’t know what to make of it back then but it has very much stood the test of time.

5 Likes

I was torn about this because it’s a sequel, but I think it’s a better game than RR. Cue the disagreements.

3 Likes

It’s not the only contestant that has particular others you’ll want to have played first. Pick up the Phone Booth and Aisle won’t make much sense if you haven’t played Aisle (also a contestant) and Pick up the Phone Booth and Die (not).

2 Likes

My first IF, Quotient, the Game, didn’t make the cut. It’s a tongue-in-cheek game based on the universe and characters of my book, The Quantum Contingent, and my upcoming book, Quantum Time. You are invited to join the global, independent, spy agency, Quotient, and start at the lane leading to their secret headquarters. You have both a “real mission” and a “training mission” (collecting treasures). My books both have Spotify playlists, so the game features a “playlist” command that provides you with a playlist based on the rooms you have explored. (All rooms have a song)

It is set on earth in 2028 or so, and most of the descriptions (with the exception of the spaceship, the space station, and some of the “secret airbases”, “secret hq’s”, etc) are actual places and are described in accurate terms. There are a few of my favorite photos of these far-flung places thrown in for fun. If you give it a go and have comments, let me know. Happy to provide real-time author support if you get stuck, or take feedback on things to improve. The Ifdb entry includes a spoiler-free map, a spoiler map, a song list, and even a puzzle diagram.

Enjoy!

1 Like

Everybody Dies was buried in my to-play pile for so long I almost forgot it existed. And just now I played it!

There’s a few more like that coming up, also some I just didn’t know about, and some I would never have considered playing if it weren’t for this Tournament. New experiences, yaay!

6 Likes

Let’s meet the contestants! Here are the first 8:

Alabaster

This game is kind of a proto-Cragne Manor. Just like Cragne Manor was a tribute by a large group of authors to the famous game Anchorhead, this is a collaboration by a big group of authors in the same kind of vein as Galatea.

Basically, Emily Short released a short Halloween vampire/fairy tale game about being the Huntsman confronting Snow White on a cold, snowy day. The game had a lot of ‘dead ends’ but it also had an interface where players could type what happened next, have it saved to a file, then e-mailed to Emily Short to add to the game. In theory, large groups of people could send in small chunks.

In practice, a few people ended up adding a lot of chunks, and worked outside of the collaboration system.

The game ended up being pretty long and complex, and includes some responsive images. It is kind of the poster child for the Threaded Conversations extension as well, which creates a complex web of conversation topics.

The game itself is grim, with curses, blood magic, broken relationships, and multiple layers of lies.

Two ways to play it are just running through until you feel satisfied and using a walkthrough to see the ‘true’ content (although it was originally intended to have contradictory endings).

This one is really quick to experience but a little longer if you want to plumb its depths.

Captain Cutter’s Treasure

The kinds of games people write are often influenced heavily by the games that drew them into the medium of interactive fiction. Robin Johnson, for instance, was attracted by Scott Adams’ games, and writes works with similar characteristics (like a minimal writing style and separating background text from object/character text). I was attracted by Curses and Anchorhead, and a lot of my games attempt to emulate their style.

Garry Francis got started by playing Atari games (including Scott Adams’ Adventureland) and BASIC type-in adventures, which form a different thread of history than the Infocom games that got rec.arts.int-fiction and IFComp started. He wrote an adventure column for Page Six (a UK publication) and became an expert in these kinds of early adventures. Many of them were targeted to a younger age group, with adventure as a theme and a kind of traditional gameplay that built up over time.

This type of adventure-writing is the style of several current retro groups, like the Adventuron writing group. Garry Francis is part of that group and also writes in Inform, and his games have the characteristics of those old type-ins. They are often targeted towards beginners or youth, have adventurous characteristics, and have that classic gameplay style of solving puzzles, cracking codes, and exploring a big map.

Captain Cutter is a pirate game where you wake up in a closet in the bar of a pub with a note fixed to the wall with a knife. This was the winner of a jam (PunyJam) that required you to have those exact elements in a game, and to write the game in PunyInform, a modification of Inform that lets you compile to smaller file sizes and fit on retro machines.

The game has several complex puzzles, including some classic logic-style puzzles, and a lot of NPCs and object puzzles. It’s intentionally not super long, but has enough content to be a satisfying game.

Six

This game was written by Wade Clarke, who is an author talented at both writing music and at complex NPCs (like in the game Leadlight). This game, Six, was his best-placing game of all time, taking second in IFComp 2011. It’s a game of tip (known as tag where I grew up) laid out on a grid-like map. You have numerous kids you need to tag, and each one has their own decision-making process, so some will run, some will hide, some will try to trick you, etc.

The game comes with several art pieces, colored text, and some great music. I actually helped get the music to run online at one point, because it used to be download only. The game also has a nice twist at the end that gives it a lot more gameplay.

To Hell in a Hamper

This game is a comedy game by author JJ Guest, of Alias: The Magpie fame. It was originally written in Adrift for the 2003 Spring Adrift Competition, and later ported to TADS (and even later ported to Inform). This interesting history has led the game to be one of the most popular games in three languages (including the #1 ADRIFT game and top 5 TADS game).

In it, you play as the owner of a hot air balloon who is approaching a volcano. Your score is your altitude. You have to get high enough to clear the volcano! Unfortunately, your balloon-mate is an incorrigible hoarder. Most of the game revolves around discovering just what ridiculous things he has packed on the balloon and trying to get rid of them.

This game got a sequel two decades later on in To Sea in a Sieve, an entertaining pirate game with similar mechanics. There is a third in the works as well.

Inevitable (2003)

This game is by Kathleen Fischer. When I think of “past IF authors with a substantial portfolio of works that aren’t mentioned much anymore,” she’s the first one I think of. She did conversation games, historical games, and, here, a complex sci fi puzzle game.

This game was one of the first Spring Thing games (the previous year had had only one entry). It took 2nd place after a game co-authored by Emily Short.

In it, you explore an ancient technological temple complex filled with abstract Myst-like puzzles. There are two difficulty settings and a memory system that lets you recall events in your life. The overall presentation is smooth and polished.

Winter Wonderland (1999)

Laura Keith had what I think is the perfect learning curve in making games. She started with Travels in the Land of Erden, a sprawling fantasy game that was huge but under implemented. It didn’t do well in IFComp. The next time, she entered Trapped in a One-Room Dilly, a small but very polished game using some nice colors. It placed in the top 10.

Finally, she entered Winter Wonderland, which combined the scope of her first game and polish of her second one. This game won IFComp in 1999.

In this ASCII-art decorated game, you are trying to help your sibling have a great Christmas when you are swept off a cliff and into a magical snowy forest. You meet a variety of enchanted creatures and festive locations. It’s based more on pagan Yule traditions than Christian Christmas.

It’s a substantially large classical puzzle game with cute feel.

Bogeyman

Bogeyman is one of the best-received Twine games, having won an XYZZY award and placing well in IFComp. It’s a darkly atmospheric game with custom fonts and styling. It centers the text and divides some choices into a kind of grid.

The story is very dark. You are one of several children kidnapped by the literal Bogeyman, a tall and scarred magical man who forces the kids into a mentally and physically abusive lifestyle where their lives are on the line. The game revolves around your interactions with the other children and your choices with regards to the Bogeyman himself.

The game is fairly long among twine games but can be finished in one setting.

Once and Future

This was the big “hype game” of the 90s. In 1993, when big games were in vogue, G Kevin Wilson (the first IFcomp organizer) announced that he was working on an Arthurian epic called Avalon which would be one of the great adventure games.

For the next five years, he kept updating the community on Avalon. It became a meme; someone made a joke Waiting for Avalon game, and the author himself called it the vaporware that puts all others to shame.

Closer to its release, the author teamed with others to make a commercial publishing company, and changed the name from Avalon to Once and Future (due to another published game being called Avalon).

It wasn’t as popular as expected on release. It was praised for its polish and plot and characters, but penalized for what some saw as a disconnect between the puzzles and the plot. There was an entire issue of SPAG magazine devoted to just reviews of this game.

It will be interesting to see what modern players think of this game divorced from the long build up and initial commercial release.

11 Likes

An exciting list! Appropriately enough, I’ve started with First Things First (which also triangulate with Mathbrush’s long game reading challenge).

6 Likes

I folded the “not participating” list in the OP to make it a bit clearer. There are likely people like me who read the title “meet the contestants” and probably jumped right to the first list thinking that was the drawn list and in my case had a celebratory fist-pump then, “aw, these are the non participating nominations. :complicated sad face:”

Anyway, Fair is my game that Mathbrush nominated and it’s gotten a sufficient amount of recognition and I enjoyed getting to play it live and reading all the weird goofs I made aloud online a few years ago during an IF meetup.

Fair is my last published parser game which resulted when I was frustrated how few people got far into Baker of Shireton so my goal with it was to make a game that was easily completable with no obstacles. It was kind of my metaphorical grousing about the nature of IFComp and someone forced to judge things on first impression. This game is a very small pond that runs very deep instead of my usual “ocean that nobody can navigate” type of game. It’s also probably my one game that’s appropriate for all age groups. There’s a pinch of saltiness but it’s set in a high school during a Science Fair where you are the judge.

9 Likes

Which I am very happy about. Thanks @AmandaB !

No disagreements from me. I like II better than RR too, and I think it can stand on its own without problem.

3 Likes

Tales of Castle Balderstone, another one that’s been decaying and putrefying in the depths of my playlist, until I worked up the courage to partake of it now.

Just the response to that very first choice, where the game asks if you are willing to dive in blood. The “intended” response is NO. I said YES (as I imagine many players will). The short scene in which you solve this problem for the experience of the story is nothing short of brilliant.

Welcome to new PCT Fans Draconis, talsvals, and aramael, all of whom have signed up since the drawing. We’re now at 31 registered players!

Even though we’re currently in the “quiet play” period, I hope that it will be a little noisy – feel free to share your thoughts about games that you are trying or have already played, especially (but not only) the ones in each week’s “Meet the Contestants” posts. With so many games that are new, hearing from others about them helps a lot regarding prioritization.

1 Like

Darkiss! Wrath of the Vampire – Chapter 1: The Awakening was the only one of my nominations that didn’t get drawn. It’s a somewhat old-school parser game where you play as an evil vampire, Martin Voight. You were previously staked, but you’ve re-awakened, and now you’re trying to regather your strength.

Puzzle-wise, it’s solid and straightforward. Nothing groundbreaking, but fun in a “comfort food” way. This is what I mean by “old-school parser game.” It’s structurally of a type. Which is appropriate, since it sits solidly in the pulp horror zone.

And what glorious, decadent pulp! The writing in this game is remarkable in a very peculiar way. It’s an Italian game that has been translated to English, and the translation shows. It’s a bit clunky, but clunky in the most endearing, entertaining, revelatory manner. You really feel the language as you’re playing. You inhabit and move through the translation. For another game, in another genre, this wouldn’t work as well, but it’s perfect here. It elevates the pulpy vampire as a pulpy vampire. This is the sort of effect that can only be achieved in a text game. It wouldn’t work as a novel, or with graphics. The changeable nature of language – translation itself – the foreign and the familiar – these facets all shine in the game’s dark gemstone.

Caveat: you really do play an evil vampire. Darkiss is pulpy fun in many respects, but it’s still a horror game. On a spectrum between Marceline the Vampire Queen and Count Orlock, Martin Voight is closer to Orlock.

3 Likes

Some quick poll questions to gauge the field of contestants:

How many of the competing games were unknown to you before the tournament?
  • 1 - 2
  • 3 - 5
  • 6 - 10
  • 11 - 19
  • 20+
0 voters
What kinds of games do you plan to play during the “quiet play” period?
  • shorter games
  • longer games
  • most interesting games
  • most obscure games
  • most discussed games
  • games matched against games I know
0 voters