Cost of Living by Dorian Passer and Robert Sheckley
I believe this is an interactive fiction version by Dorian Passer of a story written in 1952 by Robert Sheckley. The main interface is to type in words to fill in blanks in sentences. It’s not a parser game for me, but more like an Eliza type program, responding to particular words. In a clever way yes, but not a parser.
I ran into some problems with the interface. I run my Mac on a zoomed in low resolution. It’s 1024x640 resolution. I also run my Firefox browser with a pretty large font. When playing the game online I found text would vanish off the central section and I had to scroll to read that. With two big bands down the sides.
The next hitch I ran into was with one of the first boxes I typed a word into. The word I wanted to type was “blanks”, but the game insisted I type “blank” or something else. Mmm. Later on I wanted to type “thinking” into another box but the game wouldn’t let me.
As the story went on I enjoyed it, but it did feel like a choice based interactive fiction with overly long sections to read in between interactive places. I’m not keen on this, and always comment about it in reviews of choice games that do this. If I wanted to passively read a long story I’d choose to do that. I want a higher proportion of interaction versus story text.
Typing words into blanks felt very similar to some other input mechanisms for web based interactive fiction. For example Texture where you drag words, or other systems where you can cycle through word options. Often I felt that what I was typing was predictable. But the good thing is I did feel as though I was in the role.
However whose role was I in? The piece works at a variety of levels, and I wasn’t sure who two of the participants were (Harris and Vesper). However I could relate to the family situation depicted in the story, and I tried to understand how those characters felt when giving my answers.
Frustratingly the piece either ended prematurely for me or ended unclearly. In the last big chunk of text the final piece I had was “It would have been great to be a rocket pilot, to push a button and go to Mars.” but that was the end. And I couldn’t tell if it had just finished abruptly, or if I’d hit a bug.
So in conclusion I quite liked the interface, even if it’s not parser for me. But I found the chunks of text between interaction were far too long. And I was rather puzzled by some of the meta level bits. But I had fun trying it out.