Rope of Chalk
This one really made me think a lot.
Ryan Veeder has a made a lot of great games. Earlier today I was investigating and SQL dump of IFDB for some stats. For some self-aggrandizement, I was looking up stats I thought I’d do well in, like total number of games, total number of games with overall positive ratings, etc. It was surprising to see just how dominant Ryan Veeder is in many ways. For instance, if you look up which authors have the most games with 5 or more ratings and an average of at least 3.5, Ryan Veeder has 46! There are only 6 people besides Ryan Veeder who have IFDB accounts and have published 46 games. Of those 6, 3 are members of the group DBT, who have written 53 games and only received 1 rating in total. The other 3 are David Whyld, Andrew Schultz, and Emily Short.
So it’s hard to overemphasize Veeder’s success here. Many people struggle to make a single game that is well-received. He has dozens of games that, if another author made them, would be considered deeply impressive.
And, when I made my initial list of 300+ plus favorite games, he was by far the most common author on there.
But it’s hard to narrow down any specific game that is a favorite of mine. Part of that is that the Little Match Girl and Balderstone games have names that are not entirely descriptive, and I can’t remember which good parts are from where.
So when I made my final choices for the top 50 list, I didn’t really know which ones to pick. Rope of Chalk is perhaps the one that best combines a balance of high quality and years of expertise with easy understandability and an intent to compete. Cragne Manor was an easy choice; the Balderstone game I chose was the one with Skuga Lake plus more. And my Little Match Girl choice was essentially at random; I remember liking its ending but little else. Maybe I should have chosen the one with 6 PCs you can switch between?
I guess there’s a kind of lack of friction sometimes between me and the author through the medium of these games. My very favorite games tend to feel like pumice on porcelain, scraping away at something inside my mind or showing me some part of the author. It doesn’t have to really be like that, but that feeling that either you’re seeing some deep inner part of the author or that the author is touching you is something that can be achieved in writing, and is perhaps what I look for most (which shows I guess that writing is probably my biggest key for these games; mechanics are just ways of making writing delivery effective).
But with Ryan’s games I always feel like there is an extra barrier separating me from reaching his mind. I get no glimpse or a simulacrum of a glimpse, even when it’s explicitly laid bare. I can’t construct a parasocial relationship like I can with other games. Similarly, it doesn’t touch my heart deeply; it skims on the surface like a boat on a pond.
Paradoxically, he’s probably the author I’ve imitated most, both in humor, mechanics, delivery, and level of polish. While the games don’t always touch my heart, they represent my ideal in how I want to touch others’ hearts.
I could have picked other games. Winter Storm Draco is brilliant and fun; Ascent of the Gothic Tower and Wrenlaw are weird and interesting; Last Minute Magic and Lurking Horror 2 have amazing puzzle design; Authentic Fly Fishing took me years to finish and I wrote a huge let’s play of it that was a lot of fun to do and got tons of participation; Taco Fiction and Robin and Orchid feel like amazing all-around solid games; every Little Match Girl and Balderstone game pushes forward the boundaries of interactive fiction in ways many authors never even consider; Crocodracula, Ransom Woodingdean, and Semantics are all great genre games with tongue-in-cheek twists; and there are so many others.
So I picked Rope of Chalk. It’s good! Numerous viewpoints. Distinct PCs. Strong narrator voice; clever integration of help mechanics; a solid afterword connected to the real world. It’s funny. The reveal of the evil slogan, especially.
For those who haven’t played, it tells a story that is said to be based on real life where the author judges a sidewalk chalk competition at a college when things go disastrously wrong in the heat.
But I don’t know if I’ll put it in the top 25. The frozen wasteland in the overly-built-up worldbuilding area is really funny, but it can wear thin over time. The ending area is especially cool, because it’s ‘real’, or portrayed to be real, but it still felt to me like there was a layer of Saran wrap over it, either of my perception of it or the delivery of it, that kept it from touching my heart. I guess something to compare it to is the Dev’s area at the best ending of Chrono Trigger. You can go around and ask them about the game and they say things, and some are just stupid and some interesting, and even if it’s not real it feels ‘real’, but I don’t get that feeling in Rope of Chalk. This could be real, or a sincere portrayal of real, or it could be a collection of homonculus p-zombies invented from whole cloth. I did feel sincere emotion typing Help at the end and seeing Ryan mention my game 77 verbs, because very little in life feels better than someone you respect showing respect to you.
Now I know what you may be saying. What about Shade? Isn’t that also glazed over with so much smoothness it’s hard to interact with? After all, you don’t believe that Andrew Plotkin really experienced a slow descent into hopelessness and loss of ego due to torturous conditions? No, but I can feel a message that he packages into the game and wants delivered to me. He puts it in a box, I play the game and get the box, I open it up, it’s full of creepy sand. I get it.
So maybe that’s the thing; maybe it’s that I don’t really think Ryan has a direct message with most of these games. I think they’re mainly things to be experienced and lived in (which is something I said recently on a different forum for the Choicescript game A Golden Rose). It’s kind of like Seinfeld, just setting up scenarios and seeing what can happen. What is the point of Fly Fishing? What is the point of Rope of Chalk? What is the point of the Little Match Girl series? Cragne Manor has a point. Or, I can mentally provide one for it. But for most games by this author, they seem to just exist, to be enjoyable. I don’t see the image of their creator in them.
Anyway, I’m talking a lot of nonsense here, and I do look forward to the other 3 Ryan Veeder games. I don’t think everything I said up there is necessarily true, but it is the way I experience these games, and that’s what this top ten list is about. Writing this has made me realize that I really do like the author aspect of these games. Sometimes I feel bad having spent thousands of hours on interactive games, but the real truth is that I see these games as little nuggets of people’s souls that they share with others. My reviews are little nuggets back to the author and other players. I remember loving it when I started and saw this as a dead field and myself as an archaeologist, I wanted to add reviews to all the great games missing them so people could be helped by me. I saw all the Infocom games with 0 reviews and thought, ‘someone will be glad to see a review here! It’ll help them know if they should play.’ And people would write me after reviews and say, ‘no one’s played my game in decades, thanks so much for a review’ (only 2 or 3 times but it was nice). I don’t always picture the author or think about them; my mental picture for Kyle Marquis in Night Road is very different than for Empyrean, another game he wrote. But somehow that person to person communication is what I most value in IF. A different medium could serve that purpose just as well; maybe in another world I’d be reviewing beaded bracelet art and going to craft fairs (which sounds awesome). Ryan’s games all touch me in some way, and as a whole I’d prefer his works over the collected works of Emily Short or Adam Cadre, since with their games I often think ‘I don’t see myself at all in this’.
I’ll replay Cragne Manor this summer, I suppose, but I think one thing I like about it from Ryan Veeder in particular is that I feel like it’s the game that actually gives me a glimpse of a mental model of the person. Not in his particular room, but in the way that the game was set up and divvied out and the communication between authors. Jenni did a ton of the work (I saw her do so much), but you can tell that the two of them loved this idea and loved collaboration, and I think that’s beautiful. The game delivers that message to me, along with the messages of its many other authors.
So, I don’t think I’ll put Rope of Chalk on my top 25.
Edit: In 2017, I noticed Ryan Veeder had a lot of games (23 at the time) and made up a review competition for my reviews. I called it a lot of things, including ‘The Official Ryan Veeder Weekend Review Tournament with Guaranteed Prize.’. I should do it again this year or next for the 17 games I haven’t played, or maybe replay them all and make a tier list. Because despite everything I said above, the games as a collective are absolutely my favorite collective, more than Infocom, for instance.