I’m just getting back to these IFComp 2007 reviews again. Spoilers past the link.
Continue reading IFComp Reviews: The Immortal and Eduard the Seminarist
I’m just getting back to these IFComp 2007 reviews again. Spoilers past the link.
Continue reading IFComp Reviews: The Immortal and Eduard the Seminarist
Another IFComp review. I’m going to have to post more than one of these a week if I want to get through this; maybe I’ll manage it this weekend. Spoilers past the link. Continue reading IFComp Reviews: Packrat
(Updated 10/14/07, after someone pointed out that I’d managed to get the title completely wrong. I’ve got the Beatles on the brain, it seems.)
Another IFComp 2007 game. Spoilers beyond the link.
Ferrous Ring is another game from IFComp 2007. Expect spoilers beyond the link.
My Name is Jack Mills was the next IFComp game I played. The review is behind the link. Expect a few spoilers.
If you’re wondering what this is about, see here.
The first games I tried were A Fine Day for Reaping and Jealousy Duel X. Spoilers follow past the “read the rest” link. If you’re judging the competition games, you’ll probably want to play them before reading on.
Continue reading IFComp Reviews: A Fine Day for Reaping, Jealousy Duel X
If you’ve stumbled upon this blog, you may or may not know that people are still writing and playing interactive fiction: those all-text games that were the state of the art back in the eighties.
For some purposes they still are. As Infocom‘s ads used to point out, literate text combined with human imagination has better graphics capabilities than any computer. The main strength of IF is the creation of environments, simulated spaces to explore. I think of my favorite IF games as virtual, interactive sculptures as much as stories. Andrew Plotkin’s The Dreamhold and So Far and Emily Short’s Savoir-Faire are good examples.
Graphical games create environments, too; the best are vivid, cinematic and evocative. The Myst games still insinuate themselves into my dreams, sometimes. But it’s sometimes frustrating when your interactions with them are limited to “point here and click.” This is where IF picks up the slack: any well-programmed game will have at least a couple of dozen verbs… which from the writer’s perspective is as much a curse as a blessing. The player can use any of those verbs on anything, and everything has to react. (I tried writing IF years ago, and didn’t get far. Admittedly this has as much to do with the intense difficulty I have motivating myself to do anything, including get up in the morning, as anything else. I may try again sometime; Inform, the premiere IF development software, has come out with a new version that looks intriguing.)
Anyway: the point. Every year the IF community holds a competition. This is where most IF games these days get released. The quality tends to vary; in any competition you’ll find a few brilliant entries, a few childishly bad ones, and one or two wastes of everybody’s time. Anyone can download the games and vote. In the past the competition runners have discouraged public discussion of the games during the voting period, but apparently that’s no longer the case. So I’m planning to post some reviews; expect the first one within the next couple of days. In the meantime, you might want to take a look at the games yourself.
Technorati Tags: interactive fiction