I replayed Spider and Web (up to the ‘main event’ and a little beyond) to see if I agreed with your sentiment.
Thoughts in spoilers:
I think there are multiple ideas in the game that are great.
I think one of the best is that it has features making the game easier while letting the player still feel clever. The interrogation method is basically a tutorial; it:
-gives you hints
-shouts the walkthrough at you if you mess up too much
-uses ‘undo’ for you
-reacts to your input and gives you feedback on how you’re doing
A lot of games that do that in a nice way come off as cloying or talking-down-to-you (I got that feeling a bit from Dreamhold, Blue Lacuna, Counterfeit Monkey and Bronze, even though all are excellent games that are popular, so maybe this hand-holding isn’t bad?). But this game is nice to you in the meanest way possible, framing the hints as torture.
I think that’s why, for me at least, the game really drops off once the big reveal happens. I had no idea what to do after that when I still played and even just now basically gave up after I retrieved my gun. I used the walkthrough back then. I can imagine that the original design philosophy was to make this the ‘real game’ that players would work their butts off to solve, but I wonder how many others, like me, only really played the first half and quit or used a walkthrough for the second.
The main puzzle is brilliant, and it’s hard to think of an IF game with a more shocking AHA moment (maybe Adventure with the dragon is the first I can think of that compares).
I think the level of implementation is excellent in this game; like I was talking about in the old-school new-school thread, the difficulty here comes from the system, not the parser (although there are a lot of terms that need disambiguation).
The writing is also good in an Orwellian way, as in it literally reminds me of reading 1984 or Animal Farm (in the dialogue).
I’ve specifically emulated this game several times, both in the ending of Grooverland (which doesn’t have nearly the same impact, sadly) and more recently in my Impossible Stairs (with the reveal of Uncle Rob), since I read Zarf before saying that he structures games and/or puzzles around big moments and tries to figure out what path the player needs to take to get there.
With all that said, it’s actually not my favorite overall game; the devices can get fiddly and like I said the back half didn’t really do it for me, but I can only make those criticisms because most of the problems that plague other IF games aren’t here to criticize. Out of other Zarf games, Shade really freaked me out in college late at night, and Hadean Lands became almost an obsession for me, while So Far resonated with me emotionally more than almost all other IF games.
I definitely would rank its best moment as perhaps the best moment I’ve had in IF, though.