The Wise-Woman's Dog Retrospective

Wow! Miss Congeniality and second place! I’m still absolutely floored by the reception this game got, and I’m so glad that people enjoyed it so much. It’s also gratifying, because this is a game I’m not sure I’ll be able to top in the future; I think my next IFComp entries will be pushing in more experimental directions. (And there will definitely be more of those—I still have two WIPs I ran out of time to enter this year, and I owe Chandler Groover last year’s IFComp prize!) With a Miss Congeniality ribbon under my belt, my pride and vanity can worry less about mass appeal in the future.

And now, before I move on to a post-comp bugfix release, I’m going to indulge myself a little more and talk about the game and why I made it.

The subtitle on the IFComp site is “A Bronze Age Adventure”, which I meant in a few different ways. One is that it’s literally set in the Bronze Age, the period when metalworking was common but ironworking was not. But another is that it’s meant to be a throwback to classic text adventures. My first introduction to IF was Colossal Cave Adventure, and I’ve always had a love for the old-school puzzle games, with their light source puzzles and inventory limits and mazes to navigate. But at the same time, I no longer have the patience for all the frustrations of the genre; I like my modern conveniences. So I now get my periodic dose of old-school goodness from blogs like Jason Dyer’s instead.

And when even an old-school parser aficionado is getting frustrated with some of the genre conventions, that’s a good sign that they need to change! Parser games are infamously unapproachable for new players who don’t know those conventions. So part of the goal of this Bronze Age Adventure was to keep the best of the old style while smoothing away the frustrations. Inventory limits, but a menu to stash and retrieve any objects you’ve interacted with; convoluted mazes, but an automap that lets you navigate with one click; a parser interface, but also hyperlinked verbs to show you what’s possible. My goal was a love letter to the old text adventures that’s still fun and playable by modern standards. And as part of that, bringing in some old features that have fallen by the wayside, like not requiring 100% completion. If you’re stuck on a puzzle, just try another instead!

Separate from that is, of course, the actual Bronze Age. I’m currently doing a PhD on the Hittite language, which means reading tons and tons of sources about a culture that almost nobody knows about. For millennia, our only sources on the Hittites came from their enemies—they were the Trojans who held off the Greeks for ten years, the foreigners Ramesses II pushed back from his borders, the first empire to fall to the mysterious Sea Peoples in the Bronze Age Collapse.

(They also show up a bit in the Hebrew Bible, but those are the Iron Age “Neo-Hittite” kingdoms, a few centuries after this game is set. Uriah the Hittite, who gets murdered by King David, is probably a Hebrew transliteration of uriya-, the Luwian word for “commander”. That’s also where the name “Hittite” comes from—they called their own language Nesili, “in the style of Nesa”.)

Then, in the last century or so, the Hittite language was deciphered, and suddenly we could read their own histories in their own words! Year-by-year annals of their military campaigns, a translation of the Epic of Gilgamesh localized for a Hittite audience, letters addressed to Paris of Troy, rituals and prayers, dizzyingly long lists of gods…even now, quite a lot remains untranslated (clay tablets are hard to transport and harder to photograph), and even more remains undiscovered (Tarhuntassa, the imperial capital featured in this game, has never been found).

I find it all fascinating, and a couple specific points—sickness, including mental illness, was grouped into the same category as curses; curses were treated like physical substances that needed to be redirected or disposed of after extracting them from the victim; dogs and pigs absorbed any curses they came in contact with, which could be used in cleansing rituals but also meant they should never set foot in a temple—made me think “wait a moment, that could be a cool IF concept”. Parser IF has always been good at “medium-sized dry goods” puzzles. Well, what if magic spells were themselves medium-sized dry goods?

That’s how the game mechanics were born. On top of that, though…to put it simply, the world is a pretty scary place right now. The past year has upended all my plans for my post-graduate life and work and nothing seems certain any more. The news just reports one disaster after another, ecological or humanitarian or political or more.

But one of the nice things about history is seeing commonalities across it. I don’t envy the people living through the late Bronze Age—it was a brutal time. The Hittites didn’t even have a concept of “peacetime”: their calendar was divided into the summers of constant war and military campaigns, and the cold winters when the troops couldn’t march. Their economy was built around a constant influx of captive labor. And it’s not like their neighbors were any better; the Homeric epics make it clear that raiding foreign coasts, burning their cities, and carrying off plunder and slaves were the defining features of a hero.

And yet…

Most people weren’t great kings or heroes or even soldiers. And they still lived their lives, and raised their families, and told stories, and worked hard to pay their taxes, and visited the wise-woman when they were sick, and helped their neighbors when the harvest was bad, and held long and furious grudges about misplaced tools. We don’t see as much of them in the historical record—their lives weren’t recorded year by year like the great kings’ were—but we can still get a sense of them from the laws, the accounting records, the annual festivals.

So that’s what I tried to write a game about. The footnotes talk about gods and kings and heroes, since most of our records are focused on them, but to our canine protagonist, they’re never anything more than a vague name in the background. The people the dog interacts with are the farmers, the hunters, the merchants, dealing with the little problems of everyday life. Even with the Cypriot noblewoman at the docks, it’s really her servants’ problems that you’re solving. (Or making worse, if you prefer.)

I also tried to show the logic behind some of the ancient practices, since we so often see them without any context. For example, it’s pretty well known that Bronze Age men would pay a bride-price to a woman’s father in order to marry her. But it wasn’t really a case of “women had no rights and were sold as property”; most families depended on every single person’s labor, so the bride-price was compensation for the father’s family losing a person and the husband’s family gaining one. And it could also go the other direction: the bride could pay a price to her husband’s father, and then the groom would become part of his wife’s family instead. If a woman didn’t like her father’s choice of husband, she was legally allowed to elope instead (but her father had to return the bride-price), and vice versa.

Similarly, the Hittites were very proud of their law courts, where everyone had a chance to plead their case in a fair (at least, ostensibly-fair) trial—if you solve a certain puzzle in the game by getting someone arrested on false charges, he’ll most likely be released due to lack of evidence. And unlike the Code of Hammurabi, the Hittite laws were focused on restitution over retribution; the main goal was making up for the harm done, and if this bankrupted someone and ruined their life, that was just a necessary side effect. Capital punishment was mostly reserved for crimes that offended the gods and risked hurting the entire Empire.

This isn’t to say the Hittite Empire was an egalitarian utopia. Far from it! People who romanticize the past tend to imagine themselves being part of the upper 1%, when more likely you’d be a captive working the fields without freedom to travel. But those captives still had their own lives and hopes and troubles and desires, which so often get overlooked in the historical record. It was a fun challenge trying to reconstruct and extrapolate and fill in the gaps enough to focus the story on them.

Did I succeed in that? I’m not sure! I’ve always been better at the technical mechanics of writing and game design than at the broader-artistic-themes-and-goals part. But it sounds like people enjoyed it, and that was biggest goal of all.

Thank you all so much for reading this, and for playing and voting on the game! And a special thanks to everyone who posted reviews; I tried not to respond in detail to them during the comp period, but know that I read and appreciated every one, and the post-comp release has been improved by all of them.

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Oh yes, and if you have any questions about the story or the setting or the coding, please ask here! Like most academics, I love talking about my own work.

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Your game was one of my top contenders, and your postmortem showed you didn’t treat the Hittites as a side research project… you’re a legit expert. I’m so happy you placed so well.

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Oh yes! One thing I didn’t get to discuss much in the footnotes, which I can ramble on about here.

A lot of the terminology for Hittite culture is original to this game. Terms like “wise-woman”, “magician”, “sanctifier”, “captive”, and so on aren’t standard in the field. The standard practice in anthropology now is to try to use a culture’s own words for things, rather than fitting them into our culture’s boxes, so most Hittitologists call them by the cuneiform signs they’re written with: my “priests” are SANGA-priests, “sanctifiers” are GUDU-priests, “captives” are NAM.RA-people, and so on.

Which is an admirable goal! The different roles in the Hittite religious hierarchy don’t really map onto our modern Christianity-oriented English vocabulary, so it makes sense to try to use their own terms for it. But that also makes the text look intimidating and unapproachable to people who aren’t experts in the field. “Wise-woman” is much more evocative to a non-specialist than “ŠU.GI-practitioner” (or hasawa, to use the actual Hittite word).

So for this project, I tried to use Hittite names for people and places (Mizri instead of Egypt, Halpa instead of Aleppo, Wasmuaria instead of Ramesses, etc), but English terms for jobs and roles. A term like “GUDU-priest” looks very technical and specialized to a player, while “sanctifier” sounds more like a normal part of society, which is how the dog thinks of them.

I’m not sure how well that worked, but I think it was the right decision aesthetically! It does mean that some things need a lot of footnotes—it’s not necessarily clear in English that “slaves” and “captives” are two different social classes of non-free laborers—but “NAM.RA-people” or “arnuwala” would have needed just as much explanation.

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I really enjoyed this one and was pleased to see it do so well.

FWIW, I thought you managed the “parser but accessible” dilemma quite well, although all the tutorial messages in the very early part of the game came very close to overwhelming me! (But they didn’t! And quickly became less of a problem.)

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Apologies if this question is too personal, and you don’t need to answer, but what is getting a history PhD like? Asking because I read this article about how incredibly difficult and stressful it is, which killed all hope I had of ever going to grad school. Since then I have the utmost respect for history PhDs, and PhD holders in general, really, especially in the humanities. I loved the historical aspect of this game and spent a lot of time reading the notes.

I’m also curious if you’ve heard of the author of that article, since he’s one of the most popular historians I know. I enjoyed his writing about ancient villages, much like the one depicted in Part I of your game. The game is charming in that it’s low-stakes and leans into the “coziness”, in part because the protagonist is a magic dog, whereas his articles put more emphasis on the worst aspects like staggeringly high rates of preindustrial child morality (about 50% of children died before the age of 10, across all socioeconomic classes) along with the status of most rural villagers (overworked with far less break/vacation time than a modern worker, constant risk of sickness and starvation, no hope of upward mobility) and the obligations of peasant women (socially expected to marry and have many children and spend a lifetime raising them, almost always married off before their late twenties with little choice in husband). It makes me want to give effusive thanks to the modern era for the comforts and amenities I am lucky enough to have. I readily agree with your statement that reading about history does wonders for one’s view of the modern world.

Edit: I looked at the first article again and it says a lot of negative things about grad school; I will say I blame the system for the abuse it perpetuates and not the students, and I don’t think grad school students are stupid or naive even if the article may give that impression. PhD students in the humanities do truly valuable, interesting and tragically underfunded work and it’s certainly not their fault if the system can’t appreciate it.

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Oh, I’m also a huge fan of Bret Deveraux’s blog! I referenced it a lot for agricultural details (like how fields were laid out, or the steps in harvesting grain) that aren’t attested in Hittite sources. He has a real talent for explaining things that would have been obvious to people in the past but are very far from obvious now, which our primary sources usually don’t mention. After all, why would a Roman author have to say outright that the women of the household spend most of their days weaving to keep everyone clothed? Everyone knows that!

(His “The Peasant” collection you linked came out just a little bit too late to reference when planning The Wise-Woman’s Dog, which is a real shame, because it would have been very useful to me! That’s exactly the sort of thing I’m trying to capture here.)

As for grad school, though—first of all, my experience has been rather unusual, because I started in the fall of 2020, right when the pandemic was kicking off. So I spent the first part of the program having very little in-person contact with anyone else, and I got my start in teaching entirely via Zoom. When I was able to teach some classes in actual classrooms, it was shocking how much easier it made everything! Being able to actually make eye contact with students and see when they were raising their hands made a world of difference.

Pandemic aside, it certainly hasn’t been an easy process. My health has been suffering pretty much since the beginning, and my stress levels during the semester tend to be alarmingly high. Right now I’m trying to teach a course on language technology, learn intermediate Akkadian, finish up my dissertation, and apply to academic positions for next fall, because faculty positions typically require applications in November to begin next August, and I’m putting off all the other obligations in my life until after November 1st so that I don’t hit a breaking point. Deveraux’s comments about “you will almost always be tired” and “there is no real expectation of any sort of work-life balance” are very true.

It’s also true that the job market is abysmal. I’m currently applying to every relevant academic position in the United States, and that adds up to a single-digit number of applications. What’s most likely going to happen is I use my programming experience and the title of “doctor” to find an industry position to work in while I continue sending out applications, and do my research on the side. I’m lucky that my particular research doesn’t require much more than a library. Most people getting their PhDs don’t have an undergrad in computer science from a prestigious school, and a research focus that doesn’t require any funding; I’m lucky in that respect. But also, taking an industry position out of grad school isn’t career suicide the way it used to be.

At the same time, though, I haven’t found it as hellish as he describes. (Note also that I’m in linguistics rather than history, so social sciences rather than pure humanities, which might make a difference.)

For me, the (super-simplified) path ended up looking more like:

  • Start taking advanced classes, and teaching discussion sections to earn your funding.
  • Find some potential research directions and work with the faculty to explore them.
  • Prepare your first qual: an original piece of research presented to the faculty that demonstrates your abilities.
  • Select an advisor who shares your area of interest. Work with them to explore new avenues of research.
  • Prepare your second qual, on a different topic than the first. One of these two will probably become your eventual thesis.
  • Here you get an MA, and keep going.
  • By this point, you’re teaching classes on your own and have pretty much free rein on them. There’s a full faculty member attached to the class as well, but I’m writing my own syllabi, assignments, and exams without any real oversight.
  • Your workload shifts gradually from taking advanced classes to doing independent research. Eventually you’re not taking any classes of your own; all your time is dedicated to teaching or research.
  • Prepare your prelim, basically a first draft of your thesis and a plan for how you’re going to complete it. Assemble a committee of faculty members who can evaluate it. Present it to them.
  • Finish and defend the thesis. Become a doctor. This is the stage I’m at now, and will hopefully finish by this May.
  • After that, the next step (if staying in academia) is either a postdoc or a teaching faculty position. In my field, there are almost no postdocs, so the next step is teaching faculty. My sister is in mathematics, and there a postdoc is a necessity if you want to go into research. It varies a lot.
  • And then, eventually, with enough luck, switch to a tenure-track position, and eventually get tenure.

The PhD (with MA along the way) is going to take me six years; the university really wanted me to finish it in five, but nobody in the program actually does that. Ideally I would have taken an extra year and made it seven, but they’ve told me they can’t fund me for another year. (In exchange for teaching classes, I get a stipend to live on, and a tuition waiver. Another part-time job instead of teaching could get me the money, but not the waiver.)

It’s a stressful time, but also, I’ve discovered that I really, really love teaching. (In fact, substantially more than I love research!) I’ve really enjoyed the last few years of my life; the stipend is enough for me to live comfortably (I’m renting an entire house with a few of my friends and the stipend covers rent, food, and utilities, plus saving for retirement, and a bit of extra spending money per month) and teaching undergrad classes is an amazing feeling.

So, if you go to grad school, definitely don’t do it for the money, the job prospects, or the work-life balance. But that’s not a straightforward “no”, either. When I was starting out, someone told me that a graduate program is a bit like a marriage—there are so many objective reasons not to do it, that the only reason to go for it is because you love it (your field or your fiancé) enough to do it anyway. And I have no regrets on that front!

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Thanks for the detailed and thoughtful response. Somehow I never really considered how a STEM undergrad is allowed to go for a non-STEM PhD, and assumed that with a bachelor’s in STEM you’d have to pursue a PhD in STEM, even though it’s clearly not true. Maybe since the engineer undergrads I met in uni who were interested in grad school all wanted to do engineering grad studies and research. Seeing someone who pursued their non-engineering passion is inspiring. Also holy shit that’s a lot to deal with, I’m sending my virtual support.

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Yeah, I actually ended up with two bachelor’s degrees—I entered the university to study computer science, but took some linguistics classes as electives, and loved it so much I decided to pursue that full-time. I ended up enrolling in both programs and getting two degrees (one in CS, one in Ling) after six years of study.

A couple years after I joined the program, the university added a combined program in CS+Ling, which would have been a lot easier! But I know people doing PhDs in linguistics who don’t specifically have a bachelor’s in linguistics; their bachelor’s is in some adjacent field with enough linguistics coursework to prepare them for graduate studies.

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That makes sense. Linguistics is awesome, some of the coolest and most interesting IF games to me are the ones that mess with language like For a Change and so on. There’s some of that too in how this game uses ancient/localized terms for words that have modern English equivalents like “Egypt”. It really does contribute to the feeling of being in a foreign fantasy world, even though the world is basically just humanity’s past.

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