Michael Hilborn

Michael Hilborn

(0 comments, 17 posts)

This user hasn't shared any profile information

Posts by Michael Hilborn

A Brief Introduction to Short-Form Interactive Fiction

0

Author’s note: This article originally appeared in The Portal, an online magazine of Science Fiction and Fantasy literary reviews.

Although part of computer culture since the mid-seventies, the genre of Interactive Fiction, commonly abbreviated IF, is often relatively new for avid readers of fiction. This may be because IF originated from a computer game and, quite frankly, many would classify IF as a kind of computer game rather than a kind of literature (I will certainly refer to an IF work as a ‘game’ rather than a ‘story’). Note that I say a ‘computer’ game rather than a ‘video’ game, for the most common form of IF considers the written word, not graphics, its medium. Nevertheless, expanded definitions of IF have included games that are graphical in nature, such as the King’s Quest series, Myst, The Longest Journey, and the more recent Heavy Rain. But herein we will mostly review traditional ‘text adventures’, games composed and played completely with text.

The question remains: What, exactly, constitutes IF? The answer is, and always has been, difficult to pin down, and it may best to describe what IF does rather than what it is. Central to IF is immersing players into stories (the ‘fiction’) in which they participate (the ‘interaction’). Indeed, almost all games involve a story world with which a player interacts, even in a game like Super Mario Bros. However, in many games, the story is just pretense, a foundation on which other, more important components are laid. For example, the story behind Super Mario Brothers is ‘rescue the kidnapped princess’, yet it’s not the hero’s journey that sells the game; it’s the mechanics of the game itself, the hand-eye coordination required to get through the story, that are important to the player. Contrast this to ‘rescue the kidnapped princess’ as it is told in ‘Star Wars: Episode IV‘: It is the hero’s journey itself that is important to the viewer. The most notable IF, like much of cinema and literature, does the same as ‘Star Wars’ except in IF, the audience is actively participating in the hero’s journey, not simply watching the events unfold.

It’s this active immersion that is perhaps the most important way in which IF has advanced traditional literature. Rather than passively absorbing a story, an IF player interacts with the narrative, and, depending on how a game is authored, this interaction can have astounding consequences. A story may have multiple endings, it may be experienced from different perspectives, or it may tell an entirely different tale when played a second time. Since players control the actions of the game’s protagonist, they may feel more attached to narrative, more emotionally involved. The key to IF, then, is not only the immersion of a game player into a game story, but also making the story central to the game player’s experience.

That isn’t to say that IF originally manifested as a vehicle for thought-provoking literature. Classic IF, such as Adventure or the original Zork, consisted mainly of players romping through Tolkein-esque dungeons, slaying monsters, solving riddles, and gathering treasure. Bit by bit, however, IF left its roots and ventured into serious storytelling, starting with games produced by the commercial software company Infocom. Among these are A Mind Forever Voyaging, a science fiction piece that critiques the right-wing and populist ideals of the mid-eighties (ideals, some may note, that still crowd the political landscape of the twenty-first century). A year later, Infocom produced Trinity. Riddled with metaphor and symbolism, the game entices the player with an in-depth exploration of the darker aspects of the atomic age.

After the demise of commercial IF, the tradition of telling deep and thoughtful stories continued with non-commercial productions. Graham Nelson’s Jigsaw, a time traveling adventure that takes place during historic moments of the twentieth century, questions what it means to ‘fix’ history. Mike Gentry’s Anchorhead, a masterpiece of Lovecraftian horror, places the player in role of a dutiful wife who has reluctantly moved with her husband to a quaint, New England town. Finally, Star Foster’s and Daniel Ravipinto’s Slouching Towards Bedlam is noted for incoporating meta-game information (such as saving a game, restoring a game, or undoing an action) into a steampunk adventure that examines the oral word.

Playing IF

So how is this form of literature read or, rather, played? In general, a game starts with a written introduction, and like any good piece of fiction, these first couple of paragraphs are often meant to hook the player into the story. The game then describes a room or situation, followed by the simple question (either asked directly or in the form of a command prompt): “What now?”

It is here the art of IF heads more toward games than that of traditional story-telling, for the player must now enter one of a limited set of commands. Typically, a command may indicate the player wishes to move to another area within a game, examine some object in more detail, or perhaps take an object into his possession. Once a command is entered, the game provides an appropriate response, and the story continues until the player is prompted for another command. Again, they key here is that the player is interacting with the fiction, and by doing so, unfolding a story piece by piece.

Short-Form IF

Defining what constitutes a ‘short story’ can be problematic, though editors and authors can generally rely on defining word-counts to establish an appropriate baseline. In general, a piece of fiction within 1,000 to 20,000 words is considered a short story.

Unfortunately, word counts in IF are relatively meaningless, especially since the process of defining what is meant by ‘word count’ in IF is nebulous at best. When Inform 7, an IF-authoring tool, explains that it has generated a story of 20,000 words, it refers not only to the prose presented the player, but also to the game’s code—a glorious amount of text that is generally never experienced by anyone but the author. If we are to ignore code in the word count, which is often suggested, then perhaps we can only count the words encountered by the player. Even this is problematic, for a majority of this prose may consist of standard responses, not author-generated content; or, perhaps, the author has written only a few lines of text, but through the trickery of randomness and some clever use of code, the game erupts with an infinite supply of unique prose.

So rather than dealing with stories in terms of word length, in IF we instead fall back to another measure of length, that of time, specifically in how long it may take an average player to work through a game. Classic IF tends to take many hours, sometimes hundreds of hours, to play from start to finish. Indeed, the commercial heyday of IF necessitated such lengthy games—after all, buyers wanted their money’s worth. But with the decline of commercial games and the rise of games brewed by hobbyists came the decline of spending long hours in front of the screen. Indeed, the annual Interactive Fiction Competition, which inspires many writers to produce IF, encourages authors to limit their games to a two-hour experience. So we will consider a short piece of IF to be one that an average player can complete within an hour or so. This is certainly equivalent to enjoying a piece of short fiction, and also sits comfortably with Edgar Allen Poe’s philosophy that the best literature can be read in a single sitting.

IFComp2010 Review: The People’s Glorious Revolutionary Text Adventure Game

0

People's Glorious Long Text Adventure Title I Can't RememberAt first I thought that my randomly-generated list of games to play was hinting at something. Right after I finished Gigantomania, this list–again, I stress that it was randomly generated–suggested that I play Taylor Vaughan’s The People’s Glorious Revolutionary Text Adventure Game. Here was yet another game centered around communism, albeit the similarities ended there. Unlike Gigantomania, which presents a sobering account Stalinist Russia, Revolution (as I will simply call it lest I waste too much time typing out the title) presents the light-hearted escapades of Karl, a Marxist-wannabe who wishes to turn a capitalist town of Freedonia into a communistic utopia.

As the ridiculously long title implies, silliness is the real name of the game. Appropriately attired in a furry papakha and your “What Would Trotsky Do?” bracelet, you explore the streets of Freedonia, attempting to win the hearts and minds of its citizens. At your disposal are your to-do list (when you find it), a couple of comrades (with names such as Jetski), and a few gadgets, including the Marxist Ventriloquator Mk II, which, when pointed at someone, forces the victim to spout a “glorious Marxist quote” (though it often sounds like something Yahkov Smirnoff might say). All in all, it’s up to you to bring everything together so you can throw one Hell of a Communist party.

At its core, “Revolution” is traditional IF: Explore the map, solve the puzzles, and win the game. The map divides the city into four quadrants, each easily remembered and navigable. The puzzles are fun, if not particularly challenging, and several left me with smile (in particular, the solution for getting the vodka still makes me chuckle). Should you get stuck on a puzzle, you can either consult the hints or take advantage of an in-game gadget designed specifically so you can “cheat” yourself out of solving one puzzle. And depending on how you go about your quest, you may find yourself at more than one ending.

Alas, the ending I received suggested I could have done something more, that somewhere out there was a “better” ending. Upon researching other player experiences, I discovered that I had, indeed, botched my “happily ever after” by resorting to capitalism. To be fair, the game hinted that purchasing something with the almighty dollar might lead to some severe consequences, but in my defense, I also learned that at that point, I simply had no choice. There is one object in the game that if accidentally discarded, forces you to resort to capitalism. And I had used that item to solve another puzzle in the game. This represents a major fault in the game’s implementation and breaks a general rule-of-thumb in good IF: Unless the player is heavily warned in advance, discarding or using an item should not break a major win-condition. At the very least, alternatives must be presented so the game can still be satisfactorily won.

Aside from this issue, Revolution offers your average capitalist like me a solid game of good fun and laughs.

IFComp 2010 Review: Gigantomania

0

GigantomaniaI appreciate historical fiction, so I was pleasantly surprised after I started playing Gigantomania, a piece set in Stalinist Russia, written by Michelle Tirto and programmed by Mike Ciul. Divided into four acts, the game has you jump up the food chain of the Stalinist caste system, following the exploits of a lowly peasant worker, a patriotic industrial laborer, a dutiful government bureaucrat, and finally the thoughts of the grand master himself. Unfortunately, it’s a technical decision in this fourth and final act that unhinges what is otherwise a very solid game.

I am no scholar of Russian history, so I cannot vouch for the accuracy of the game’s portrayal of this time period. Suffice to say, the overall experience fits with my personal impression of the time, and since the game appears to have been inspired by a history class, I can only assume the game’s setting is not just the product of the author’s imagination.

The opening sequence is brutal, and sets the tone for a dark exploration of the period.  As you migrate from one social class to another, the game underscores the unsavory elements of life that are common to each. As a peasant, do you choose to steal your neighbor’s most valuable possession to bribe the local Collector into letting you give away less of your precious grain? As the laborer, how much are you willing to sacrifice in order to leap ahead of everyone else in the bread line? And as the bureaucrat, what name do you give the local officials in order to not to implicate yourself in the latest scandal?

“Hitler is excruciatingly sensitive with that black comb on his face, and I have him to thank for those Polish officers.” –the mind of Stalin, as portrayed in Gigantomania

Uncommon to interactive fiction, the authors take the approach of telling the tale from the first-person perspective. This approach sometimes doesn’t work in IF, but within Gigantomania, the format helps convey the narrative. Each character is effectively shown to have his own motivations, his own trials to face. The prose also successfully immersed me in the day-to-day activities of each personality: I felt the grunge of a daily harvest, the grind of the iron and steel works, the urgency to conceal contraband items, the lunacy of a leader.

As for the gameplay, there is little to do in terms of puzzles. The narrative progresses through either (1) a series of well-defined, if sometimes repetitive, tasks; or (2) a nodal conversation system. As mentioned before, you are offered choices, but their impacts are localized to that particular act of the game. Thus, although your decisions are important to understanding the mindset of the characters, they are little more than window-dressing. They offer no ramifications to the overall conclusion of the game.

The downside to Gigantomania is the implementation of the fourth and final act, which you complete by electing one stream of conscious over another via the conversational menu system. Not a bad concept at all, and it was quite effective at first. Unfortunately, I ran into something that looked like this:

Yet, Hitler doesn't really need Poland - it was a just plaything, a dollhouse for him. Whereas we need access to sea that isn't ice for nine months of the year. 

1) Everyone imposes his own system as far as his army can reach. <Nbd7>

2) What would be the point? <Nbd7>

I wasn’t certain what to make of the “Nbd7″ tags. When I selected option 1, I was presented with another option that consisted solely of one of these tags:

>> 1
<e4>

My additional interaction went like this:

1) <dxe4>

>> 1
<Nxe4>

1) <Qc7>

>> 1
<Nc3>

What to make of it, except to think that I had uncovered a bug where perhaps the internal tags that marked points in the conversation were accidentally being revealed. Fortunately, text eventually returned, interspersed with these odd tags. I was able to complete the game, but the appearance of these oddities took me out of the immersion, and I noted them as a really, horribly huge bug that prevented me from enjoying the game’s climax.

I learned later from another reviewer that these tags actually represent the moves of a chess game in which the character is supposedly immersed. This knowledge would have added a whole new layer to the fourth act, but, unfortunately, the implementation leaves those of us not familiar with the game’s dialect in the dark. Since at least two players did not pick up on the symbolism, I can only assume that there were other players confused by these tags as well. It’s a bit sad, for this particular design decision ruins what is otherwise a very solid game. Should the authors chose to update their game, I strongly suggest they reconsider how they implement their closing act.

IFComp 2010 Review: The 12:54 to Asgard

0

The 12:54 to AsgardRarely does a game sweep me off my feet, carry me giggling and squealing over verdant meadows, only to dump me off a cliff into a pool of sharks. That’s how I felt after attempting to play J. Robinson Wheeler’s The 12:54 to Asgard. Inspired by the themes of Speed-IF U, this work of IF offers a great deal of promise in its first part, only to falter and eventually collapse in its second part. Indeed, the two parts of the game are so far off in terms of polish and implementation that I wonder if two different authors had their hands in this.

Enter the life of a disgruntled maintenance man who has been called into work during the middle of a torrential thunderstorm. Within a few turns after entering your workplace–a TV studio shut down for the night–it’s clear that your goal is to fix the leak in the roof. A meter in the status bar, which starts at “foul”, measures your mood as you progress through your main task and a few other chores you might discover along the way.

The depiction of Studio A’s innards, of its catwalks and closets, drew me into the game’s world. I truly felt like I was in the bowels of a television studio that had been hastily abandoned for the night. The placement of a bucket and sponge, the mangling of the maintenance closet, and the carelessly taped piece of cardboard to the roof clearly suggested someone had attempted to remedy the leak, but clearly I was left to clean up everyone’s mess. Couple this with the mood meter and the protagonist’s grouchy voice, and you have an excellent beginning to a game.

“Cripes, that one was close. Did a cow just explode? ” –The 12:54 to Asgard

Unfortunately, what happens after you fix the leak is what sends the game into its literal death spiral. Task complete (?), you plummet into the second part of the game, a journey into the afterlife where neither your environment nor goals have the cohesiveness they did in life. Perhaps that’s the point, but unfortunately, the actual technical implementation of this portion of the game is so shoddy that the afterlife seems more like an afterthought.

After a quick ride with Death across the River Styx, the first technical problem manifests as a young girl:

>say hello
(to Polly)
"Hello, Polly," you say.

The girl runs over to you and shakes your hand. "Nice to meet you," she says. "I'm Polly."

Note that I didn’t know the name of the little girl at the time, but the game seems to assume that I do. Yet I don’t think I’m supposed to know her name, otherwise why would she run over to me and introduce herself?

Polly also remains mostly unresponsive to inquiries, not an uncommon occurrence in IF, but demoralizing nonetheless. After following her to a series of gem-encrusted turnstiles, I was met with my second technical challenge: How to enter the devices after receiving the appropriate token. Various commands failed to work, including:

>go through turnstile
(the turnstiles)
They're not something you can enter.

At last I opted to “follow polly”, which brought me to another devastating bug:

Inside the farmhouse
Evening supper is being prepared in the kitchen. A fire glows in the front fireplace. 

Polly is here. 

>x fireplace
You can't see any such thing.

Polly also remained unresponsive and after awhile, I exited the farmhouse. Thinking I could reenter, I tried to do so, only to find I had been locked out. Unable to get back in the place I had just left, I vigorously knocked on the door. Someone who was not Polly shooed me away. It was here that I theorized I had accidentally stumbled into a room I was never meant to enter: It was simply a “holding” room within the game.

Exploring the area around the cottage left me directionless in terms of where to go and what to do. At some point, I found myself back at the turnstiles. I repeated the “follow Polly” command and the cycle restarted. Sadly, I was so far-off track from the game’s path that even consulting the walkthrough didn’t give me any guidance. I gave up on my adventure, never getting a chance to catch the train the title promised. And I was left with many questions about my initial experience: For example, if the focus of the game is on the afterlife, then why did I spend so much time trying to fix a leak in my actual life? And what was the point of the mood meter, which abruptly disappears when I die? In other words, why not simply start me off in the afterlife?

Based on the author’s credentials, there’s an excellent chance that finishing the game would have answered my questions, but the buggy technical implementations and lack of guidance or goals in the afterlife prevented me from getting that far. A shame, really. A little more polish and attention to the afterlife would have made my journey in The 12:54 to Asgard a much more fulfilling and a lot less of a train wreck.

IFComp 2010 Review: East Grove Hills

1

“It was five minutes before the end of the world. Well, the end of the world for us, anyway. Yue, Jenny, and I spent those five minutes trying to barely scrape by on some sort of presentation in AP Lit.” Now that’s a hook: Three friends, the end of the world, and Advanced Placement Literature class. So begins East Grove Hills by the pseudo-anonymous author, XYZ, and I was immediately drawn in.

The game is an autobiographical account of Thomas Wu, a 16-year-old boy who has survived a tragic event that occurred in East Grove Hills High School. You, as the player, travel in Thomas’s footsteps as his narrative shifts back and forth through the times before, during, and after the event. Typical teenage themes overlay his story: Social exclusion, dealing with the loss of family and friends, awkward relationships, and his general boredom of it all. In addition, the genre of IF is prevalent among the themes. Thomas admits to spending many evenings playing “crappy text adventures”, which, in turn, causes him to think in terms of cardinal directions as we guide him through a walk to a park.

“The teacher was using the last ten minutes of her life grading us on our presentation.”  –Thomas Wu

Although the concept of IF plays a central role in the story, interactivity mostly does not. Player actions are generally limited to moving around (when possible), examining objects, waiting, or conversing with a person. In the meantime, the story gradually unfolds turn after turn, not exactly climaxing with what might be construed as a “twist”, which unfortunately left me distracted and dangling. Did the events in the game actually happen? Or was this just an angsty game written by an angsty teenager? I wasn’t certain how to interpret this major revelation. Or maybe that was the point. Regardless, it left me in a state of confusion rather than one of reflection.

Other gameplay issues are apparent, including basic IF implementation mistakes, such as mentioning objects that have already been described in a room’s main description. Also, there is at least one major bug that I encountered halfway through the game. When ensconced in one particularly exciting scene, I was suddenly thrust back into a conversation I was having with a character from the previous scene. Upon finishing the conversation (again), the scene in which the bug originated started up afresh. Fortunately, the bug did not reappear, lest I would have been caught in an infinite loop.

These flaws took away some of the game’s emotional impact. That, and I couldn’t help feeling I was replaying a novice’s version of Adam Cadre’s classic game, Photopia. For someone who has played both games, comparing East Grove Hills and Photopia is inevitable. Both rely on a linear narrative of flashbacks and forwards to tell a tale of teenage tragedy. East Grove Hills is less adept at the telling, depending on a solitary voice to recount the events, the prose of which is not as mature as any of Cadre’s voices.

Nevertheless, East Grove Hills is worth a look to see how a tragic short story can be told in the medium of IF.

Michael Hilborn's RSS Feed
Go to Top