Posts

Showing posts with the label IF comp 2012

[IF Comp 2012] J'dal

The second game: J'dal by Ryan Kinsman. A dangerous quest through a fantastic world in search of a piece of treasure: that isn't just the summary of many Dungeons & Dragons scenarios and CRPGs, but also of a substantive amount of interactive fiction. And it is not hard to see why. IF is good at exploring a world and IF is good at puzzles that can introduce challenge into such a scenario. When done well, a quest game can be extremely satisfying. Of course, an author has to do something to make the game interesting, fresh and memorable. Puzzles of the "you can only pass the door/goblin/chasm once you've found the key/sword/rope" type are as unlikely to impress as a bunch of tunnels or cellars set in some bland fantasyland. That has all been done to death, if it was ever alive to begin with. We want something more unique. Something special. For J'dal , that special something is the party. You won't be entering the mine alone, but with three other ...

[IF Comp 2012] Eurydice

Here we are, back for some IF Comp reviews. Topping my randomly generated list of games was Eurydice by... well, Anonymous. O, and by the way, all of my reviews will be full of spoilers . You are warned. Interactive Fiction has a tendency for remoteness and impersonality. Not only are interactive NPCs hard to program, which has led to many uninhabited worlds, or worlds inhabited only by cyphers; but a focus on puzzles has also tended to put mechanical means-ends relations at the centre of attention, while the human meaning of things recedes to the background. Remoteness can, of course, be avoided -- we've become pretty good at that. Or it can be turned into an aesthetic strength, as in much of the work of Andrew Plotkin ( Hoist Sail for the Heliopause and Home is a good example). But you must do either the one or the other. This brings us to the surprisingly popular genre of "serious mythological afterlife IF". Here the protagonist dies, or one of the protagonist...