The People's Champion Tournament: Round 1, Division 4 (Voting/Discussion)

Welcome to the fourth and final part of the opening round of the People’s Champion Tournament! (See here for details and ground rules.)

This post is for Division 4’s first round matchups. All matches were made at random.

Match 25: Delightful Wallpaper vs. Babel

  • Delightful Wallpaper
  • Babel
0 voters

Match 26: For a Change vs. Search for the Lost Ark

  • For a Change
  • Search for the Lost Ark
0 voters

Match 27: Thin Walls vs. Yes, Another Game with a Dragon!

  • Thin Walls
  • Yes, Another Game with a Dragon!
0 voters

Match 28: The Little Match Girl, by Hans Christian Andersen vs. Scroll Thief

  • The Little Match Girl, by Hans Christian Andersen
  • Scroll Thief
0 voters

Match 29: The Moonlit Tower vs. Bogeyman

  • The Moonlit Tower
  • Bogeyman
0 voters

Match 30: Please Answer Carefully vs. Scents & Semiosis

  • Please Answer Carefully
  • Scents & Semiosis
0 voters

Match 31: Things That Happened in Houghtonbridge vs. Captain Cutter’s Treasure

  • Things That Happened in Houghtonbridge
  • Captain Cutter’s Treasure
0 voters

Match 32: Winter Wonderland (1999) vs. Metamorphoses

  • Winter Wonderland (1999)
  • Metamorphoses
0 voters

Vote in the matchups above, and put in a good word for your selections on this thread. Voting will close and Round 2 for Divisions 1 and 2 will begin in two weeks.

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This segment’s contestants were nominated by the following people (in alphabetical order):

  • AmandaB
  • BadParser
  • CMG
  • Denk
  • Dissolved
  • Hellzon
  • Hidnook
  • Joey
  • Morningstar
  • rovarsson
  • simpsong00

… along with others who submitted their candidates anonymously (but can claim them publicly if they like). Thanks to all for nominating this interesting mix!

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Some comments on these matchups:

Delightful Wallpaper vs. Babel

After Andrew Plotkin won numerous awards early on, he spent a long time making interesting, experimental games (and I don’t think that has really changed). A lot of those games seemed like challenges to conventional wisdom (like a ‘my crappy apartment’ game being bad being refuted by Shade, or taking the pretty bland game Hunt the Wumpus and turning it into Hunter, in Darkness).

Delightful Wallpaper starts out with a maze where you can’t interact with anything, just move, two things that definitely seem like a bad idea, but it makes them good. It has a second half where you can manipulate people’s intentions, making it essentially two completely different games.

Babel on the other hand was written by a young Utah teen at the very beginning of his career. It leans hard into common IF tropes like amnesia, abandoned science bases, and recovering memories, but it does all of those things very well.

For a Change vs. Search for the Lost Ark
These two games really show a different between two visions of what IF can be.

Search for the Lost Ark is yet another Garry Francis game in this competition. It intentionally seeks out and uses tropes from the graphical adventures put out in the 80’s, and features combinations of many classic story elements (like the lost ark itself). It’s fairly compact and easily finishable.

For a Change is more in the tradition of the setting- and atmosphere-focused games that threaded through Infocom and early IFComp games. [edit: this was edited; it earlier said ‘story-focused’]. While it has a lot of puzzles, the main feature here is that it uses unusual language and worldbuilding to create a bizarre world.

Thin Walls vs. Yes, Another Game with a Dragon!
These two games are very dissimilar. Thin Walls is a serious and metaphorical game about alienation told through a giant, ever-growing apartment complex and a series of vignettes about people and their friends and family.

Yes, Another Game with a Dragon is a cheeky callback to earlier adventure games, just like Search for the Lost Ark, except instead of honoring them through imitation here it is a parody (but a parody that fully embraces the original genre tropes). Lots of classic fantasy adventuring and humor.

The Little Match Girl, by Hans Christian Andersen vs. Scroll Thief

These two games are also opposites in a certain sense. The Little Match Girl is a small game that was the start of one of IF’s biggest and most popular series, while Scroll Thief is a large and complex game that was intended to start a series that never took off. Both are polished and fun.

The Moonlit Tower vs. Bogeyman

This is a great match for lovers of good writing. The Moonlit Tower has been hailed for some time as one of the best-written parser games, with its light puzzles and heavy East Asian literary influences. Bogeyman, on the other hand, is an XYZZY-award winning twine game about a monstrous man who personifies abusive and controlling relationships.

Please Answer Carefully vs. Scents & Semiosis

This is one of the shortest matches. Please Answer Carefully is a very short Twine game that effectively uses styling and animation to give a sense of creeping dread.

Scents and Semiosis, on the other hand, is a collaboration by former XYZZY awards runner Sam Kabo Ashwell, and was designed as a present for Emily Short. A playthrough gives a short selection of procedurally-generated scents and memories.

Things That Happened in Houghtonbridge vs. Captain Cutter’s Treasure

Captain Cutter’s Treasure is, I believe, the fifth and final Garry Francis game entered into this competition. This time it’s matched up with a very similar competitor, which draws on the same kinds of traditions and gameplay style.

Things That Happened in Houghtonbridge is a mystery game that eventually leans into the supernatural, and is one of my favorite Adventuron games. Captain Cutter’s Treasure is a pirate game that was part of a competition that dictated the player waking up in the closet of a saloon, but it goes far beyond that.

Winter Wonderland (1999) vs. Metamorphoses

Finally, we have these two games from a year apart: the winner of the 1999 IFComp, Winter Wonderland, which was the final game published by author Laura Knauth after a series of increasingly better-received games, vs the second place winner of 2000, Metamorphoses, which was the first IFComp game by Emily Short and the start of an illustrious IFComp career.

Both are rich and complex puzzle games that can be completed in a couple of hours. Winter Wonderland features beautiful text colors and effects and has a haunting but overall wholesome and cheery atmosphere, while Metamorphoses has several endings and has a haunting and depressing or liberating atmosphere.

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For FIFP sometimes people would write up their impressions of both contestants in a match together, and I always enjoyed reading those posts, so I’ll try that…


I had never played The Moonlit Tower before the tournament. When I suggested it for my playing group and we loaded it up blind, we all took one look at its notorious first line and it was immediately vetoed.

Revisiting it on my own later, I was hooked by about twenty moves in. There is true beauty in this game, and I thank its anonymous nominator for providing the impetus to try it.

I liked it enough to hunt down the source code and go through the whole thing to sift out the hidden nuggets. After stripping out various redundancies, it comes to about 3650 lines of Inform 6 code, and I found it quite impressive that the author was able to wring such a high quality experience out of such a small number of moving parts. Despite the transition shock, the writing is very good; based on available reviews it seems that has something of a reputation for winning over players who give it a chance.

I also give very high marks to the writing and craft of its opponent, Bogeyman, but I can’t say that I enjoyed the experience, which is full of false choices and double binds. The description by mathbrush of it as the personification of abusiveness seems pretty accurate, and per the author’s public comments this was the actual design goal. This one has my respect, but I doubt that I’ll ever be revisiting it. Still, thank you to @SomeOne2 and @AmandaB for nominating it – it was certainly gripping.

Both are top notch in terms of craft, but I have to vote for beauty.

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Thanks for pointing out that Please Answer Carefully vs. Scents & Semiosis is a matchup where it’s possible to play both games in a few minutes. I’ve played both just now, having not come across either before, but I can’t actually decide which way to vote. I think the former provoked more of a response from me, because I’m a sucker for creepy subversions, but I’m pretty awed by the craft exhibited in the latter: making procedural text that doesn’t feel like a thoughtless patchwork is hard.

I would disagree with your characterisation of For a Change as “story-focused”. “Setting-focused” or “atmosphere-focused”, perhaps (like A Change in the Weather), but the world of the game is all impressions and almost no concrete story.

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That’s a great point, I’ll edit that!

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I’ve been curious about how the matchup of Winter Wonderland and Metamorphoses would go since it first got assigned. Winter Wonderland was selected by my playing group some years ago, and Metamorphoses a year or two after, so I was familiar with both games before the tournament, but I don’t know much about what was going on in the IF scene when they came out.

I was surprised that Winter Wonderland became a triple nominee during the “draft” stage, just because I didn’t realize that it was that well known. Did it make an extra big splash when it was released – beyond winning that year’s IF Comp and getting a XYZZY for Best Setting, I mean? I’d love to hear more from fans about why they picked it out from all the other choices when making their nominations. My guess is that it is fondly remembered for some reason(s), and I’d like to know what those are out of historical interest. (Pro tip: Also, the discussion might help it to break the tie in its favor.)

Fans of Metamorphoses are also encouraged to speak up about it, of course!

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My IF playing group selected Winter Wonderland last December and I enjoyed it. It’s why I nominated it. I hadn’t played it before December 2024.

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Some quick polls:

For games that you had not played before their nomination for the tournament, what are the reasons you had not played them? (Check all that apply.)
  • I never knew they existed.
  • What I saw on their IFDB pages did not interest me.
  • What I heard or read in discussion of them did not interest me.
  • I don’t generally like games of those genres.
  • I don’t generally like games using that particular development system.
  • I did not sufficiently enjoy other games by the same author(s).
  • I anticipated that they would take too long to play.
  • I have not prioritized them over other games on my to-play list.
  • Some other reason(s), which I may share below.
0 voters
For competing games that have pleasantly surprised me, at least one of them… (Check all that apply.)
  • … has turned out to be more interesting than its IFDB page suggested.
  • … has shown significant aspects that I have not seen mentioned in online discussion.
  • … has proven to be an exception to my general preferences about genre.
  • … has proven to be an exception to my general preferences about platform.
  • … has proven to be more enjoyable than other works by the same author.
  • … has proven to be worth the time taken to play it.
  • … has pleasantly surprised me in some other way, which I may share below.
0 voters

To those responding to the most recent polls: A couple of the more prominent responses so far suggest some actions that you might take which most certainly would be beneficial to the community and the art form. Specifically:

  • If you have been pleasantly surprised by a game that you had not played prior to the tournament because its IFDB page did not interest you, then why not contribute to the page in question? As the simplest and quickest option, adding one or more tags that call out the feature(s) that would have changed your mind takes only a matter of minutes. Adding some comments about the games in question here (or on the threads in which they competed, for those not in Division 4) might convince other players to give those games a try in this or later rounds, and could serve as the basis for one or more short and focused reviews highlighting those features in more detail. Reviews on IFDB contribute quite a lot to the long-term public discussion, and, speaking personally, I always go through all of them after finishing a game.

  • If you have been pleasantly surprised by a game that you had not played prior to the tournament due to its genre and/or development system, then why not make some comments on the relevant threads about how and why these games count as exceptions? Such comments would be valuable to the authors of the games and also to those working in the same genres and systems, providing some guidance about how to better market their creations to skeptical players. These, too, might serve as the basis for short and focused reviews on IFDB.

  • If you have been pleasantly surprised by a game because it has significant aspects that you have not seen mentioned in public discussion, then I’m practically begging you to make a comment here – that’s precisely the kind of thing that I set out to encourage when I decided to start running these tournaments, which I conceived to be more like gamified temporary “book club”-like discussion groups than anything else. Don’t forget that the rules on commentary have been relaxed compared to last time – though so far my impression is that the change in rules has paradoxically resulted in a decrease in discussion versus that seen during FIFP.

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It was easy to miss, but both Thin Walls and Yes, Another Game with a Dragon! have scored in the last few hours, so they’re still at a tie but no longer the slowest-paced match. Anyone care to share their compare-and-contrast, or comment on their votes for one or the other?

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I don’t think I really have anything to say about Thin Walls that isn’t covered in my lengthy review thereof, but the tl;dr version is that I find it an engrossing and evocative work that uses supernatural elements to paint a picture of the effects of housing shortages and economic issues on (mostly) young people in high-cost-of-living areas, in a way that really resonated with my own experiences even though I live in a different country to where it’s set.

Yes, Another Game with a Dragon definitely has some memorable descriptions and funny lines, but it suffers a little, for me as someone who just played it recently, from being a parody of a genre that’s now basically dead (both in the sense that new games in that genre are not being released and in the sense that the older games are not widely played by people who weren’t there at the time of their release). I got into modern IF about eight or nine years after YAGWAD was released and I’m pretty sure I’ve only ever played one (1) unironic, un-subverted “defeat the dragon and rescue the princess!” game. I suspect that for maximum effect, YAGWAD needs you to have played about a dozen unbearably samey games with this premise, with mounting frustration, in order for the parody and trope subversions to really hit.

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About Thin Walls, which is one of the contestants that I found to be a pleasant surprise: There are two things that I always bear in mind when I’m playing IF. The first is whether the author is aiming for simple entertainment or something more profound, and the second is how the author is using interactivity as a tool to achieve the chosen goal.

I think it’s clear that Thin Walls is going for something beyond entertainment, but I’ve been pondering the question of how it uses interactivity to do that. The first and most obvious is that the work uses interactivity to shift the player’s viewpoint in an effort to gain sympathy with the perspectives of a large number of characters, though I think that in doing so that also inevitably creates an “outside” perspective not aligned with any one of them when those characters are in conflict.

Everything in your review is dead-on, but you don’t touch on the fact that in some instances the player is given the role of a malign entity that does not seem to be a normal person, and those scenes are the parts that leave a big question mark attached to this work in my mind. The in-universe identity of this entity seems to be that of the mysterious landlord. Since that entity is sentient but doesn’t seem to be human (or even necessarily corporeal), what is it supposed to represent? My own speculation runs the gamut from the invisible hand of capitalism to the primate instincts animating the worst parts of human nature to the personification of evil as seen in typical religious mythology (take your pick of religion).

I haven’t been able to come to any real conclusions, and that leaves me wondering what the foundational message of this work is. (Perhaps there’s a clue in the way each character in the apartment building is discouraged from talking about certain things that they all experience and know to be true.)

Is there some aspect of the work that I missed that yields any insight on this point? I only went through it once, so I wouldn’t be surprised if something escaped my notice.

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Please Answer Carefully reminded me a lot of this Peanuts strip:


It’s not necessarily a bad premise, but horror depends on pacing, and a 5-minute game cannot build up enough tension for the climax to be effective.

Still, I voted for it because it’s at least a complete story, whereas Scents and Semiosis is not. The latter game is essentially asking whether a work has artistic merit if the only meaning a player derives from it is meaning they themselves put into it, and my answer to that question is generally no.

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I feel similarly about Scents and Semiosis. I definitely can enjoy coming up with narratives for games with heavy procedural generation by taking what the algorithm gives me and filling in the blanks, but I think it works best for me when there are actual game mechanics, so that my brain’s generation of story and characters can happen organically while I’m enjoying the gameplay, rather than the only gameplay being “Okay, we’ve given you some randomly generated elements, go on and create a narrative out of this! Assign some meaning… now!” But based on the ratings and reviews, it seems to work much better for most people, so I accept that this is probably a “me” problem.

I liked Please Answer Carefully more—I don’t really find it scary and agree that it might be more effectively unsettling if it had more time for a gradual escalation, but as someone who used to take a lot of online surveys because I needed any money I could get, I do find it entertaining to see something that starts out as a very realistic online survey turn weird, and I enjoy the way it uses screen effects.

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The bell has rung, and Round 1 is over! It looks like there is a tie, but the official observer is already here, so there won’t be much delay before the final results are posted.

In the meantime, voting has begun for Round 2 in Divisions 1 and 2. See you there!

[EDIT: The final results and match summary have been posted. On to Round 2!]

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After the first half of Round 2, I decided that there was a fair way to decide what counted as an “upset” victory based on the data from people playing the prediction game. One of those upset victories was Scroll Thief’s win in Round 1 for Division 4. Author Daniel Stelzer was kind enough to answer more than a dozen questions in detail to satisfy fan curiosity. I hope that you find these answers as interesting as I have!

[EDIT: I missed one last answer from Draconis when posting this originally; it’s now added at the end.]


Q: You work with language on a professional basis. What fascinates you about language?

DS: Everything about it, really! There are a lot of things that are amazing about humans, but one of the most important is our ability to communicate. Humans are astoundingly good at communicating—it’s practically impossible to stop humans from developing languages to talk to each other, no matter the circumstances. But at the same time, languages aren’t innate; they’re something we develop as a community and teach generation to generation. And by studying and understanding the mechanics of language (and my specialty in particular, writing systems), we’re even able to communicate across time, reading messages written by humans in the distant past. It’s truly incredible.

Q: Is there anything about linguistics that colors your perception of IF and/or has impacted your authorship of it? If so, what?

DS: Not as much as you might think! There’s some overlap in the mechanics of language parsing; the first real research I helped with, I was in charge of building a model that could parse Lingála sentences into syntax trees, and I’ve toyed with making IF parsers for other languages based on modern syntactic theory.

But really, the biggest impact is that I love games that do interesting things with language and writing.

Q: You’ve said you experimented with Inform 7 as early as middle school. What was it that convinced you to try writing your own first game?

DS: I might be the youngest person now to have gotten into IF via the original Colossal Cave Adventure; I found it on one of those Flash games sites when I was in middle school, and I couldn’t get enough of it. That led me to Infocom, and then to Inform 7; the whole concept fascinated me, and I read both manuals cover to cover.

I made a few early experiments with it, and then saw how badly they crashed and burned as soon as anyone except me tried to play them. That’s when I realized I would need people to actually test the games before release, which led me to the forums and the competitions.

Q: Which of your works are you the most proud of, and why?

DS: That’s a hard one! I try to be proud of everything I release, because otherwise I’d lose motivation to actually finish any projects. But the three I released last year, Miss Gosling’s Last Case, Loose Ends, and Familiar Problems, they all feel like the released product is very close to what I’d aimed for. I don’t look back at them and think “oh, knowing what I know now, I would have done that all differently”, like I do with Scroll Thief or Stormrider. I delivered what I set out to deliver.

Q: You have written some works and co-authored others. How would you compare and contrast the two modes?

DS: In my own estimation, at least, I’m better at planning out structures and puzzles than I am at actually writing the words. So if I can take the lead on the planning and coding while someone else handles the writing, that’s a good deal for me!

But at a more fundamental level, I’ve had different goals with solo authoring versus co-authoring. The solo projects I’ve done, they’re generally because I had an idea and wanted to make it real. The game itself was the goal. The co-authored ones, with Anais or with Ada and Sarah, the goal was to write something with them and enjoy the creative process together. The fact that the end result was a playable game was just a nice bonus.

Q: Were you surprised that Scroll Thief was nominated for the People’s Champion Tournament? What do you think are the things about it that are winning people’s votes?

DS: Very! Scroll Thief was fun, but I also wrote it back in high school. I certainly didn’t expect it to beat a Veeder game in the first round! I’m really touched that people are still enjoying it, over a decade later.

Q: Scroll Thief seems to allow “sequence breaking” in some places – was this intentional design, or is it an emergent side effect of your “desire to generalize all the special cases”? (Or partly both?) Have you been surprised by how people progress through the game?

DS: “Emergent” is a good word for it. One of my big frustrations in the Enchanter trilogy was that the spells were so specific and single-use. You get a spell that brings inanimate objects to life—that sounds awesome! But in practice, there’s exactly one place in the game where it opens a door, and anywhere else it does nothing. It might as well just be a key that opens that one lock.

Scroll Thief arose out of that frustration. Before I even started building the puzzles, I tried to write general-purpose code for each spell. I wanted the magic to be systematic, so that the player would think “how can I combine my tools to solve this problem” instead of “which special-purpose key fits this lock”. That sort of systematicity is what made me really love parser IF in the first place.

But that also means that it’s a lot harder to avoid sequence breaks, like the one in the linked post! I would implement a puzzle like “the key is on the other side of the door, jamming the lock, you have to retrieve it”. Players would find an unexpected way to apply their tools and solve it—use BLORB to put the key in a strongbox, and now it’s no longer in the lock. And I didn’t want to arbitrarily deny this, because that would undercut the systematicity I was going for. When the original Enchanter games did that—adding special cases to block those alternate solutions—it always felt like a cheap trick. So in the end, I left it in, and I think the game is better for it.

Q: The stacks portion of the game is fairly complex but does not seem to have any purpose (unless my playing group missed it). What was the design intent of including it? Was it the abandoned “navigating the hyperplane” puzzle as mentioned here?

DS: Exactly right. I’d originally planned for Scroll Thief to be even more sprawling and epic than it was, but I also wanted the library to stay at the center of it all. I’ve always liked puzzles where you go back to an earlier set piece with new information or new abilities that let you approach it in new ways. So, for example, once you solve all the puzzles in the Colossal Cave area behind the mirror, you’ve learned a spell to see ghosts; now you can go back to the library, talk to the ghosts, and learn about a new secret in the previously-useless junk room.

The Main Stacks were going to be another “return with new knowledge” segment. You’d find a catalog card for some particular book, and locating the book would require understanding the Stacks coordinate system. I actually implemented several different coordinate systems—cylindrical coordinates, spherical coordinates, numbers in base 4, numbers in balanced ternary—and was going to use different ones in easy mode and hard mode. (I think it was base-4 cylindrical coordinates in easy mode and balanced ternary spherical coordinates in hard mode.)

But then the sequels fizzled out. So now the only point of the Stacks is to browse at random and find books with hints in them.

Q: You characterized Scroll Thief as “massively over-ambitious and over-complicated piece” and said that you “spent the next few years unwilling to release anything unless it was up to Scroll Thief’s standards, in terms of size and complexity, which practically meant not releasing anything at all.” In what way(s) is Scroll Thief “over-complicated”? What wisdom would you share with your past self (or new authors) about complexity in design and implementation?

DS: The fundamental problem with Scroll Thief was a lack of planning. When I started working on it, I only had a few points figured out: I wanted to fix the ending of Spellbreaker, I had a neat puzzle idea with the GNUSTO scroll in the display case, and I wanted to make the Enchanter magic system properly systematic. Everything else grew from there as I had a cool new idea, implemented it, and then had to make it work with everything else.

The result was that the game got less and less maintainable over time, because every new piece had to work with everything else, and new pieces were added on a whim based on what caught my interest at the moment. There are still a handful of open bugs on its issue tracker that I never managed to fix.

For all my later games, I tried to scope out the project before I started. ECTOCOMP’s Petite Mort category is a good way to practice this—you need a plan that can be executed in four hours or less, or you won’t finish. Before I started writing Miss Gosling, for example, I’d plotted out the general structure: an introduction and parser tutorial, four major regions each containing approximately three puzzles, and a climax once all four were complete. This kept it from getting out of hand the way Scroll Thief did.

It doesn’t have to be a detailed plan, just a broad-strokes outline. But once you have that, every time you get the urge to add something new, you’ll think about how it would interact with everything else on the outline. Then you can decide whether it’s really worth adding a fully-implemented rope that can connect objects between rooms or not.

Q: You have mentioned many times that you had planned a sequel to Scroll Thief and at least once indicated that it was to be the “first of four parts,” but it seems that you have abandoned the idea. Do you think you’ll ever write a sequel? If not (or even if so, should you want to do a little publicity), what can you tell us about your ideas for it?

DS: In Spellbreaker, the last of the original Enchanter games, you go around collecting thirteen magical artifacts called the “Cubes of Foundation”. Each one represents some fundamental element of reality: earth, water, air, fire; dark, light, death, life; “connectivity” (fate?), mind, change, time; and magic. At the climax of the game, you find out that there were actually four more cubes: four sets of four, plus the “magic” cube as the keystone.

So when I wanted to fix everything and give the trilogy a happier ending (undoing the whole theme of the game in the process—but hey, I was in high school at the time), those four other cubes were the obvious way to do it. I named them “chaos”, “order”, “harmony”, and “balance”, and the plan was for each game in the cycle to retrieve one. (Scroll Thief ends when you obtain “balance”.)

The second game in the series was going to be called “Spirals”, and mostly consisted of an elaborate time-travel puzzle along the lines of All Things Devours—except that, like in Sorcerer, you could interact with your past and future selves. The game would start with a set-piece puzzle in an abandoned coal mine, figuring out how to activate a huge piece of machinery. When it activated, the entrance to the mine would collapse behind you, and a fire would start spreading through the mine. You didn’t have enough time to fully escape, but you could find a GOLMAC spell scroll (travel into the past), and use that to jump back to the moment the fire started.

You would eventually need to coordinate four versions of yourself, using the SNAVIG spell (transform into an animal or person you can see) to avoid paradoxes. If a paradox did happen, you would appear back at the moment before you first activated the machine—this was actually why I developed the Autosave extension for Inform.

The third game, I had two parts planned. The first half I remember very little of, except that it was based around mixing potions; I don’t think I got much further than that. The second half was inspired by the translucent rooms of Enchanter and contributed most of the code that eventually became Labyrinthine Library. A monstrous dornbeast was sleeping on the cube; you had to use a stone-shaping spell to build a maze, then awaken the beast from a distance, causing it to start hunting for you. If you’d designed your maze well enough, you could get back to the starting point and grab the cube without the beast ever catching sight of you. This part is actually fully implemented, and I might polish it up and toss it into a comp at some point.

The fourth game was supposed to be a “fixed” ending to Spellbreaker, where the protagonist of Scroll Thief would show up and save the day. (Very Mary-Sue-ish.) The whole reason why Scroll Thief so awkwardly asks your gender at the beginning is so that the Guildmaster (the protagonist of Spellbreaker) could use the same pronouns, while the Adventurer (the protagonist of Colossal Cave Adventure) would use the opposite ones.

Scope creep ended up killing my motivation thoroughly enough that I didn’t release anything for years, so I wouldn’t expect any of these to actually get finished now. The fundamental problem is that the player at the end of Scroll Thief has so many spells that any new thing they interact with needs a very thorough implementation, and that meant I had to write tons of boilerplate every time I wanted to experiment with a new idea. (Why not just reset the player’s spellbook between games, like the Enchanter trilogy did? Stubborn pride, mostly. I wanted to prove that I didn’t need to resort to that trick.)

Q: Scroll Thief was originally introduced as an incomplete game in IntroComp 2014. In retrospect, what do you see as the pros and cons of this approach? Would you consider doing the same for any future game?

DS: IntroComp is the only reason I ever released any IF at all, so I can’t praise it highly enough for that! The combination of a firm deadline, a community that will thoughtfully review and critique all the entries, and the knowledge that it’s supposed to be incomplete and unpolished, was the perfect blend to overcome my usual perfectionism.

The only reason I haven’t submitted more pieces to IntroComp is because it locks them out of IFComp, and IFComp gets more than double the reviews and critical attention of any other event. But I think it’s a fantastic way to practice actually releasing a project, instead of just polishing and polishing it forever. Without it, it’s quite likely I never would have released anything at all.

Q: You’re an expert programmer of Inform, but you’ve recently released games written in Dialog. What do you like best about each system? Are there any other development systems that interest you?

DS: I love Inform’s natural-language syntax, and I’m sure you’ve heard me praise its readability to the moon and back. Being able to skim code as if it were English prose is an incredible asset, so I always try to write code that reads as naturally as possible. Code is read far more than it’s written, and so on and so forth. Features like custom unit notations are just fantastic, and they’re about to get even better, with enumerated kinds of value incorporated into them.

I also really appreciate that Inform lets you drop down to the I6 (now called the “Inter”) level to implement things that aren’t in the standard library. Anything the Z-machine (or Glulx) can do, Inform can do.

At the same time, though, Inform makes a lot of very specific assumptions about its gameplay. The world model is built into it on a very fundamental level, and the parser is older than I am. There’s a lot of cruft in the system that’s just too old and well-established to alter now.

Dialog, on the other hand, has its entire library implemented in pure, high-level Dialog code, all accessible to the player and easily modifiable. I started writing Miss Gosling in Inform, and it was taking me ages to make the “giving commands to a dog” conceit even halfway functional. When I switched to Dialog, it was handled in a day. Plus, Dialog has hyperlink support built in in a way that takes an enormous amount of work with Inform, which can make Dialog games much more playable on tablets and phones.

The drawback is that Dialog is a very high-level language, and there are various things that it simply can’t do because the language doesn’t give you access to them. I’ve started adding the ones I need via changes to the compiler, but it’s a lot more work than a simple assembly inclusion in Inform. And there are some high-level abstractions (like dynamic relations) that just don’t work in Dialog’s model, while Inform has them built in.

As for other languages, I haven’t really felt drawn to other IF languages beyond Inform and Dialog for parser things, and Ink for choice-based projects. I use various other general-purpose languages in my day-to-day life, but learning a new language is a lot of work, and I haven’t really seen things in TADS or Adventuron or ChoiceScript or such that make me go “wow! I want to do that” enough to learn a whole new language for.

Q: What do you see as the next steps in the evolution of development tools for interactive fiction? Which of those would you most like to see happen, and why?

DS: Honestly, since I7 has gone open-source and the community has taken over Dialog, I haven’t really had much of a wishlist for IF development tools. I wish Inform releases were a bit more frequent, but it feels like most of the development ecosystem is in a stable place right now—which means I have no idea what the next exciting shakeup will be!

Q: You’ve written a large number of extensions for Inform. Which ones are you most proud of? Which ones would you like to see get more use?

DS: Now there’s a tough question! An embarrassing number of my extensions in the early days came from trying to share code between Scroll Thief and its sequels. Nowadays, they’re more likely to come from an interesting coding problem on the forums. But there are a handful that I think are very generally useful, and I hope more people come across them:

All four of these augment one of Inform’s core strengths in a way that I think a lot of projects could benefit from.

Q: Which authors of interactive and/or static fiction are your favorite? Which have most influenced your own style and craft, and in what ways?

DS: I read a lot of genre fiction—science fiction and fantasy, and murder mysteries, are particular favorites. Agatha Christie is always my go-to when I need to de-stress after a big project, which probably doesn’t come as a surprise at this point!

But in terms of my IF style, I’ve always had a particular liking for fiction that plays by its own rules: that lays out a setting, and the rules of that setting, and then the story follows from those rules. The “fair play” murder mystery is a great example of this; the reader has access to all the same information as the detective, and that makes it so much more satisfying when the solution is revealed. Not because you’ve solved it yourself, necessarily—usually I haven’t!—but because you see how someone could have. I think the best example of this I’ve ever seen is John Dickson Carr’s The Three Coffins/The Hollow Man.

But there’s also a certain style of speculative fiction that’s built around a similar internal logic. “Here’s how the setting works; now watch as the plot follows from that.” A lot of Brandon Sanderson’s fantasy is somewhere in that vein; same for some of Larry Niven and Isaac Asimov’s sci-fi, to the point that both of those two successfully combined sci-fi with a fair-play mystery, which is an impressive feat! A scientist invented a device that makes time run faster in a small radius around it; he was found dead in a locked room. How could this have happened? (Niven’s ARM.)

I tend to have that principle in mind when I’m working on IF. I want to build a setting that’s consistent in such a way that you see the puzzle solution and go “oh, of course, that’s not only sensible, it’s the only possible way this could have worked”. All the puzzles in Miss Gosling, for example, started with “what can dogs do, and what can they not do, and how might these turn into obstacles?”

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