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

It really does, right? I liked it a lot, but every time I opened the game I looked at the title and was struck by the apparent incongruence.


This event is giving me a great motivation for clearing a whole bunch of games from my must-play list all in a row. I’m currently (finally!) playing Scroll Thief and I’m loving it. I remember starting it a long time ago, before I had any knowledge about the Enchanter series (or about the whole Great Underground Empire), and the magic system messed with my head. Now, with more background, it’s a lot easier to get into it and set priorities. Lots of fun!

5 Likes

I tried Eidolon, but I think I managed to hit a game-breaking bug: The library became just blank black page, and I couldn’t make any progress in other rooms.

Unfortunate, since I was a good hour plus into it. Good thing there’s a walkthrough.

Side note: I’ve noticed that many competing games have a relatively small number of tags. Fans with IFDB accounts are encouraged to tag up the games that they know (especially any that they have nominated). (… and fans without IFDB accounts are encouraged to get and use them!)

3 Likes

Thank you to the anonymous nominator of What Heart Heard Of, Ghost Guessed. I had never played it before, and it was very interesting to compare and contrast with Of Their Shadows Deep and The Spectators (both of which were in the Free IF Playoffs).

The title and cover image did not prepare me for the way the story resolves!

[@AmandaB, FYI – I ran into a bug of the type that someone mentioned in an IFDB review: Getting stuck inside an object. Ended up having to restart, but the setback felt minor since I was already hooked. I think the trigger was using >LOVE on the same thing twice in a row.]

3 Likes

Since that was my first game, the code is held together with spit and fraying thread. It’s a miracle there aren’t more bugs. I sometimes think about going back and cleaning it up, but I can’t face looking at it since what it needs is a major code overhaul. It’s not organized in any way and it’s put together as badly as you would think a first-time coder’s project would be. Maybe one day I’ll have the oomph to recode it and fix all the twiddly problems, but that day is not today.

Thanks for playing it and thanks to whoever nominated it!

4 Likes

I figured as much. Like I said, it didn’t feel like much of a setback, and it certainly doesn’t give the impression of being a buggy game. That was the only issue I encountered.

Also: A Dark Room was full of surprises! Thanks for nominating it. [EDIT: My records show that this game was a double nominee first added by Hidnook, so thank you to @Hidnook, too.]

3 Likes

Some quick polls:

Is A Dark Room really “interactive fiction” by your personal definition?
  • Yes
  • No
0 voters

[PLEASE NOTE: A Dark Room was accepted for the tournament, and the result of this poll will not affect that decision. I’m just curious about the general sentiment, because it’s very much in the border zone to me.]

The kind of IF that I would most like to play this weekend is a work that is…
  • funny
  • action-packed
  • absorbing
  • thought-provoking
  • lyrical
  • sad
  • scary
0 voters
2 Likes

I think there are around three definitions of interactive fiction I could measure A Dark Room up against:

Is it a game primarily told through text?
– The majority of the game is told through text. Images are used and sometimes in important ways but aren’t the main focus. So I would say it is interactive fiction by this definition.

Is it something I, an IF fan, personally enjoy?
– Yeah

Is it similar to the IF games I most often play, like Twine, Inform, and Choicescript games?
– Not really. It’s very different.

2 Likes

  • Puzzling
0 voters

I was hesitant to nominate A Dark Room because to me, too, it is on the border of whether it is interactive fiction. Yes, it is primarily told through text, but a part of it is (minor spoilers) navigating around an ASCII map, which means it does rely on graphics. But it could be replaced with just cardinal direction movement, so I kept it. The ending also has ASCII graphics that cannot be replaced with a text interface, but that’s just a tiny portion of the game. But it’s good enough of a game to warrant more attention and I erred on the side of “it is interactive fiction” instead of “it is not” so I included it.

2 Likes

Just to be clear: I’m not criticising the nomination, and I am definitely not interested in starting yet another abstract discussion about what is or isn’t interactive fiction in some absolute philosophical sense. (I’m sure that the forum has plenty of those already.) I’m just curious about the data point for this particular game in the context of personal judgment among fans, because it seems exceptionally hard to classify in a formal way.

I did think it was a lot of fun, either way, so I’m looking forward to seeing how it does.

3 Likes

I voted [No]. I feel it’s very IF-adjacent, but the repetitive (some may say tedious) grinding and management in the first part does not feel IF at all to me. It gets more of an adventure feel the further the game advances, and I do like it a lot (replaying now because of this poll…)

Also, no problem at all with its inclusion in this event.

2 Likes

Rovarsson, what do you think about the games Trigaea (twine game where you grind combat) and Universal Paperclips (similar to dark room plus ‘clicker games’)?

I feel like all 3 are on a spectrum where trigaea feels pretty solidly in the camp of ‘Things that I think of when I think of IF’ while I’ve never really thought of Universal paperclips as IF at all (but could understand if someone made a case for its inclusion).

2 Likes

I’ve fired up Trigaea a few times out of curiosity, and from those experiences I would say that it feels like IF to me. From the beginning, you’re expected to examine details of your surroundings and explore the larger environment. I haven’t played far enough to determine where on the IF ↔ RPG axis it would fall.

I haven’t played Universal Paperclips.

2 Likes

True, but more than a few completely IF games have large amounts of grinding in them. I wouldn’t really say that makes it not IF.

2 Likes

The matchups for Division 3 (noted as the “heavy hitter” division in early discussion) have been posted on the main thread. Some are thematic/structural matches, and some seem to be pretty much opposites; the division as a whole should make for a lot of variability in the prediction game.

It’s time for the periodic reminder that anyone can join the fun at any time by going to the PCT Fans group page and clicking the “Join” button at top right. There are still three weeks left in the “quiet play” period before matches begin – with regular attention, that’s plenty of time to play a large number of short games, several medium-sized games or a couple of long ones.

Joining will let you vote on matches and participate in mid-game polls, and also to submit your predictions before matches start on March 8th. For FIFP the top prognosticators were mathbrush (#1) and AmandaB (a close #2)… Can anyone challenge the two of them this time around?

Contestants #41 through #48 will be introduced by mathbrush later today or tomorrow, making the 3/4 mark. Time’s running out for the “quiet play” period, so hit those keyboards today if you get a chance. Many of the games are very short, and every vote will matter when matches begin.

3 Likes

Okay, we’re reaching the end of the list pretty soon! Lots of fun games today.

The End Means Escape

This whole time I had this game mixed up with In The End and thought for sure Drew Cook had submitted it, as he often mentioned how that dramatic and puzzle-light game had an effect on IF history.

But, no, this is The End Means Escape, a bizarre but fun, surreal game that consists of several vignettes that are solved in unusual ways. Many rely on wordplay, none make any sense, and they are categorized by interactions with the world in ways we aren’t used to (for instance, one scene contains an old man with tons of his body parts implemented, down to the instep).

I think there are enough hints in game to win several of the puzzles alone with some trial and error, but some are likely to elude the solo player, so I’d recommend asking for hints on here or checking out the solution.

What Heart Heard Of, Ghost Guessed

This is the highest-rated game of Amanda Walker on IFDB, which says a lot, as she’s won the Best Game XYZZY (for this) as well as the Author’s Choice Game of the Year for IFDB awards among a pile of other IF awards.

This is a limited parser game. You are a ghost, impotent and constrained. All you can do is act on objects using emotions. The further you progress, the more emotions you unlock.

It’s a puzzle-box, with limited options that combine into combinatorial complexity. It’s also a riveting and gruesome story that delves into the dark story of a dreadful family.

All Things Devours

One of the most well-known time travel IF and a difficult puzzle-box.

In this game, you have six minutes to destroy a time travel device to keep it out of military hands. To do that, you have to use the device, but if you violate causality, the game is over.

This becomes a game of careful trial and error, together with logical reasoning. If you’re a fan of sci-fi or single-puzzle games, you’ll like this one.

Delightful Wallpaper

This is two fun games in one. The first is a game that explores what exactly you can do puzzle-wise with pure movement. The map is a kind of maze, and not only do you have to map it out, moving through different portions affects others.

Once you have this solved, there is a second portion where you navigate a mystery at different times where you encounter scenes of frozen people and must take their ‘intentions’ in a kind of physical form and swap them around. This idea is great in my opinion, and I copied it in my murder mystery games by having a ‘clue inventory’, which later influenced the twine murder mystery Erstwhile, so this idea has had a pretty big downstream influence. Another great Plotkin game.

A Trial

I’m guessing Chandler Groover nominated this as he’s a big fan. The history of IF is studded with enigmatic poet-type authors who write games that focus more on story and word and surreal modernist-type work and less on puzzles or genre conventions. Other such authors that come to mind are Kaemi and some of furkle’s work, or the author of Baby Tree.

This game has many endings, and playing through it just now and reading mine and CMG’s reviews, this can result in wildly different content, including stories, pokemon apocrypha, legalese, scripture-style writing, and more.

Each playthrough is short. There is some world modeling which may appeal to people who like more structure. It feels substantial.

Over Here!

This was one of the few games that was new to me in this playoffs. And it was fun!

This is a compact game in Adventuron that is thoroughly in the minimalist adventure-focused puzzle style of Scott Adams and early graphics-enhanced parser games.

Your goal is to help 13 ghosts in a mansion. There are a bunch of different rooms, each with one or two objects of interest. Puzzle variety is high, which is nice. Definitely check the VERBS keyword before getting far as I could make almost no progress before learning some new verbs. Puzzles interconnect in unusual ways so make sure to check if actions in one area have an effect in others.

A must-play for puzzle fanatics, a bit light on story for plot enthusiasts.

Everybody Dies

This game was notable on release (and still is) for several reasons, including having multiple protagonists and for the well-timed use of several high-quality images, unusual for IFComp parser games before Adventuron.

In this game, well, everyone dies. Kind of. The protagonist works at a grocery store in a kind of grungy world; the game calls him a ‘metalhead’, and that’s apt. There’s violence, some slurs, drugs, even Canadian slang, and so on, making this more ‘adult’ than many past IFComp games. It’s also one of the few IF games to use the N-word.

Gameplay is light and easy and many have praised the writing. The author has numerous well-regarded games and later created Texture and taught writing workshops with it that resulted in several Texture games being entered into IFComp, one of whose authors later wrote LATEX, LEATHER, LIPSTICK, LOVE, LUST in this most recent IFComp.

The Moonlit Tower

This is a beautiful game, one well-regarded for many years for its writing and setting.

CEJ Pacian wrote of it:

A beautifully written, evocative, almost poetic game, The Moonlit Tower is a short tale of strange myth and melancholy longing that, in its final moments, gave me goosebumps in the best possible way. Best of all, though, contrary to what you may expect from a game praised for its writing, The Moonlit Tower is far from florid or long-winded, its tightly written imagery packing a lot of content into a few sentences per action.

The setting is a kind of magical tower with East Asian influence–quite a few different parts of East Asia. The author says:

The setting itself draws loosely from Korean, Japanese, Chinese, and Mongolian sources.

Gameplay is light, mostly about exploration and about interactions with magical objects, with an emphasis on atmosphere and wonder.

The author has several other games (such as the wonderful shufflecomp game To Spring Open which unfortunately is no longer available; I’ve written the author but haven’t heard back yet about recovering a copy from IFArchive).

All in all, this set of games has many with beautiful settings, stunning writing, and good plots, together with some fun puzzleboxes.

11 Likes

Some more factoids about the contestants and the larger nomination pool: how they break out by year of publication.

Only 61% (around 3 out of 5) of the 105 nominees could find places among the 64 contestant slots, so the naive expectation (i.e. ignoring multiple nominations for the same game) is that three-fifths of the nominations in any year would have been selected. By this rule of thumb, lucky years include 1993, 1995, 1997, 1999, 2000, 2004, 2008, 2010, 2018, and 2019. Unlucky years include 2005, 2007, 2014, 2016, 2017, 2022, 2023, and 2024.

At first glance, 1999 seems very lucky in that all 5 of its nominated games were selected, but there was a clump of multiple nominations (three different games) for that year, substantially changing the odds.

Although it looks like 2022 was largely skipped over, its result (five selected) was close to the expected value of six, so it was only slightly unlucky, statistically speaking. 2024, on the other hand, saw a total wipeout with not a single of its five nominated games being drawn despited an expected value of three. (Lady Luck seems to have had a grudge against last year’s games.)

2 Likes

Some quick polls:

From among competing games, have you played at least one new game from an author whose work you already liked?
  • Yes
  • No
0 voters
From among competing games, have you played at least one new game from an author whose work you had never tried before?
  • Yes
  • No
0 voters
From among competing games, have you been pleasantly surprised by at least one new game?
  • Yes
  • No
0 voters

Another matchup that would be interesting to see is Babel vs. Nightfall, though they’re in different divisions.

1 Like

Meeting more contestants! (also, happy post 100!)

Perdition’s Flames

When I first got into IF, I thought that there was Infocom, then nothing, then Curses came in and revolutionized the field.

But there were actually quite a few good indie games before Curses and after Infocom’s glory days. This is one of them.

This is by Michael Roberts, author of TADS, IFDB, and fun games like The Plant and Return to Ditch Day.

The idea is that you’re in hell after just having died. You don’t really have a set purpose at first; you just wander around the afterlife trying to find what to do.

This is a really big game, with 666 points. It’s one of the larger games in the competition, so I’d recommend starting it early. It is ‘merciful’, a rarity for the time period. Back then TALK TO wasn’t standard in games, so make sure to read instructions on how to communicate.

I most enjoyed a part where you are summoned by a medium and have to haunt a house.

The Dreamhold

Two of IF’s biggest authors wrote large tutorial games in the mid-2000’s which became very popular and have often been recommended to new players.

This is Andrew Plotkin’s tutorial game. In it, you play as someone whose mind has been fragmented and is lost in a Wizard’s ‘Dreamhold’, a special stronghold containing decades of knowledge.

There’s a lot of interesting physics puzzles (with heat, cold, rotating objects, liquid flow, etc.) combined with a dark (but not grim) story about the life of the wizard whose tower you’re in.

At the time it came out, it was a gentle introduction to the harder parser games Plotkin and others were putting out. Now, years later, I’d say it’s a bit more difficult than the average parser game, even on easy mode. So it kind of bridges the game between the difficult games of the past (like Perdition’s Flames) and simpler modern games like Wizard Sniffer. (Of course, easy games existed in the early days, and hard games exist now, so this is just a generalization).

Babel

I think at one point this game was number one on IFArchive’s most-downloaded list back in the day, probably because it had a downloadable .exe (at a time when downloads were preferred over webplay). The only thing I can see in the first IFArchive download report that has more downloads is AB10.exe, which was “Adventure Blaster”, a 10-pack of games that happened to include Babel.

It begins with you waking up with amnesia in an abandoned base in Antarctica (a surprisingly fruitful premise that I’ve seen multiple times, including in the SCP-Wiki). You have to stumble around and figure what happened. And why are all the mirrors shattered?

Written when the author was a 17 yr old living in Utah, this game was the first of many popular Ian Finley games, including the IFComp-winning Kaged and the once-commercial steampunk game The Shadow in the Cathedral (co-written with Jon Ingold). It’s the 2nd-most rated TADS game on IFDB and the 3rd-highest rated, and one of my favorite games (maybe top 20?). Has a nice mix of investigation, story/emotion, and action.

Pogoman GO!

This game is one that has been on my mind a lot over the years. I had expected it would immediately fade from relevance but perhaps has done the opposite.

You see, it’s a parody of Pokemon Go. You have to wander around collecting ‘Pogomen’ and using them to fight. There is quite a lot going on under the hood mechanically. Its authors previously won IFComp with Rover’s Day Out and the hotly-contested Jay is Games one-room competition with Hoosegow, and were one of the biggest contributors to Cragne Manor in terms of pure wordcount.

So I would have thought a game focused on the Pokemon Go craze would not resonate with future audiences.

But…

The second half of the game has you infiltrate a mega-corporation to take it down from the inside. The climax of the game is a brutal beatdown between you and the evil mastermind known as Elon Musk.

So, there is some relevance.

This is also, along with Word of the Day, one of the larger Inform games in wordcount, clocking in around 200K words, all of which is available on Github.

Dr. Dumont’s Wild P.A.R.T.I.

This was one game I hadn’t played before the competition, and it’s a treat. Written by Muffy Berlyn and Michael Berlyn (the latter of which was an Infocom game writer), it was intended for commercial release with two different companies (first, Infocom, and second, Cascade Mountain Publishing, which published Once and Future).

In it, you enter a surreal world that operates as a metaphor for finding a particle in a particle accelerator. There is a central hub with 8 different branches, each with their own puzzles. You have to find five keys and bring them back to an important area.

The game has extensive in-game hints. I did find a couple of bugs and some of the puzzles can get you locked out of victory permanently, but it’s not so super long that you can’t play from the beginning easily. I recommend reading the manual and the copy-protection sheet it comes with.

The two SPAG reviews on it are really interesting reading as a time-capsule of when it came out. (both are at the same link)

Aisle

Aisle is one of the most famous IF games, due to several factors, not least that its author, Sam Barlow, went on to make many acclaimed games, including Her Story, Telling Lies, and multiple Silent Hill games.

Its also very short, ending after a single move. Its probably the most iconic one-move game, with many others being intentional copies of it. What makes it work is that it’s actually a kind of maze in disguise. Each choice that you make brings up new memories which lets you think of new actions to do. It also allows a lot of transgressive options, which Chandler Groover has noted as something that is often popular in interactive fiction (like things like Grunk eating his pants in Lost Pig or grosser things like eating the pile of poop in Eat Me).

The story of this game is that you’re in a pasta aisle at a supermarket. Your memories, though, range through many scenarios, several of them conflicting.

Things That Happened in Houghtonbridge

This is one of my favorite Adventuron games, and is the second-most popular game originally written in Adventuron. It also won Oustanding Mystery and Outstanding Adventuron game in the inaugural IFDB awards.

Its a mystery game in the first half, trying to figure out the disappearance of your aunt. Its a pretty dark mystery as well, with missing students and murder and people acting unnaturally. The second half takes a bend into a different kind of genre altogether.

If you haven’t played Adventuron games, this is a great introduction to the genre, and if you have played them, this is a great one.

Galatea

I said before that Aisle is one of the most famous IF games. This one might top it out; on IFDB, it’s one place higher than Aisle on the ‘most-rated list’ and remains one of Emily Short’s most iconic games. It’s been covered by a dozen or more interviews, has had news articles written on it, has a Wikipedia article, was included in literary collections, etc. and remains as one of the most complex NPCs written for any video game.

It’s based on the famous Galatea from mythology, a sculpture accidentally brought to life by its creator Pygmalion. You meet Galatea at an art exhibit, where she stands on a pedestal and talks to you, an art critic.

The game is primarily conversation based, although some actions (such as touching) have significant effects. Conversation is mostly ASK and TELL.

What makes the game complex is that it tracks several things, such as Galatea’s physical position, her emotions, and things you have said in the past. I’m pretty sure Emily Short was using her concept that the responses weren’t based on what you said but on the transition between the previous topic and the current one (I may be wrong though). It has 70 different endings.

Even in the last year this game has come up in discussions about NPCs. This reddit post brought it up when people were saying that making a database of responses and coding logic for it was a really hard problem.

There’s very few games that I think all IF fans should try, but if there is any ‘canon’ in IF I think this is pretty much it, whether you’re a player, author, theorist, or lurker.

10 Likes