Reaction to the Art Show

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Archived from groups: rec.games.int-fiction (More info?)

I know it's been a while, but I've only just finished playing them.

Good things about The Fire Tower: it's beautifully and lovingly
described. It automatically puts things back in my pack when I want
to move on.

Bad thing about it: I keep being stopped from doing the things I want
to do. The inability to pick flowers has a reason behind it, so fair
enough (though I'd rather be told not to break the rules and then find
myself able to do so on a second attempt). But I wanted to paddle in
Tom's Creek, and it wouldn't let me do that either. As soon as I'd
taken off my shoes and socks, my character decided to put them back on
again. Worst of all, I kept arriving at junctions with
exciting-sounding exits and being told I didn't want to take them.
Here's one:

"Aside from idle curiosity, there's really no need to head deeper into
the campground."

I would have thought that idle curiosity was the point of the
exercise. If the things that looked like junctions were really
junctions, the piece would have been a more worthy winner of the show.
As it is, it doesn't really exploit "the I in IF, the Interactivity
of Interactive-Fiction".

Swanglass suffers similarly (so sexy, sibillance). More
interactivity, please. One of these days Yoon Ha Lee is going to
write a game that blows my mind, I can smell it in the wisp of wind
that strokes the forest.

Last Ride of the Night has a go at the interactivity issue – there are
apparently multiple endings – but there are still lots of responses of
the "you decide not to" variety. Oddly, the judges seemed to be
annoyed by this more here than with The Fire Tower, which I thought
was more blatant about it. Still, perhaps that's because The Fire
Tower was more forgivable in other areas – Last Ride of the Night
hasn't been constructed with a park ranger's painstaking love for the
feel of everything. It isn't bad, but it does claim not to know the
word "leak" after saying "You look up to see a leak in the ceiling."

Flametop has the opposite problem. Lots of interactivity (the number
of game states is at least ten to the power of however many knobs
there are) but no interesting consequences and relatively
unimaginitive writing.

The Battle of Walcot Keep is ambitious and has a promising concept,
but its implementation is terribly, terribly unwieldy. I want to see
Walcot Keep (wielded).

So overall, the competition shows people with interesting ideas going
to a fair (enormous in two cases) amount of effort but never managing
to nail everything in one game. Or not everything _I'm_ after, at any
rate. But that's sort of encouraging: above all, every entry in the
show is using it to experiment imaginatively.
 
Archived from groups: rec.games.int-fiction (More info?)

cavebloke@excite.com (Tommy Herbert) wrote in message news:<9f28c10b.0407210048.1981c2fb@posting.google.com>...
> I know it's been a while, but I've only just finished playing them.
>
> Good things about The Fire Tower: it's beautifully and lovingly
> described. It automatically puts things back in my pack when I want
> to move on.
>
> Bad thing about it: I keep being stopped from doing the things I want
> to do.

> Last Ride of the Night has a go at the interactivity issue ? there are
> apparently multiple endings ? but there are still lots of responses of
> the "you decide not to" variety. Oddly, the judges seemed to be
> annoyed by this more here than with The Fire Tower, which I thought
> was more blatant about it.

The difference, at least as I saw it, was that the reasons I couldn't
do things in the Fire Tower were internally consistent -- I'm taking
this pre-planned hike, so it makes sense that I wouldn't go off
strolling down other paths (and there have to be some limits to the
simulation); my PC is very aware of ecological concerns and isn't
likely to go damaging plants arbitrarily; etc. Moreover, a lot of the
time Fire Tower had at least got a custom response for the dumb things
I tried.

In Last Ride of the Night, I was allowed to do some
peculiar/unusual/illegal things but not others, and I didn't see any
coherent explanation for why the simulation covered the ones it did.
Sometimes I was chided, sometimes I was permitted to go ahead, and
sometimes LRotN didn't understand my command at all -- and that
unevenness made (I thought) for a less immersive experience.

YMMV, of course.
 
Archived from groups: rec.games.int-fiction (More info?)

emshort@mindspring.com (emshort@mindspring.com) wrote

> The difference, at least as I saw it, was that the reasons I couldn't
> do things in the Fire Tower were internally consistent -- I'm taking
> this pre-planned hike, so it makes sense that I wouldn't go off
> strolling down other paths (and there have to be some limits to the
> simulation); my PC is very aware of ecological concerns and isn't
> likely to go damaging plants arbitrarily; etc. Moreover, a lot of the
> time Fire Tower had at least got a custom response for the dumb things
> I tried.
>
> In Last Ride of the Night, I was allowed to do some
> peculiar/unusual/illegal things but not others, and I didn't see any
> coherent explanation for why the simulation covered the ones it did.
> Sometimes I was chided, sometimes I was permitted to go ahead, and
> sometimes LRotN didn't understand my command at all -- and that
> unevenness made (I thought) for a less immersive experience.

I see what you mean, and I agree about Last Ride of the Night. I
guess my problem with The Fire Tower was a basic objection to being
made to stick to a pre-planned hike at all. Of course the game has to
be smaller than a National Park, but I'd prefer to have some sort of
perimeter which you can't cross because "you don't have enough
provisions for more than a day-hike" or somesuch. The plan could
still be there, but I could suddenly have a change of heart and take a
different route this time, or at least be allowed to retrace my steps.
Given that the quickest traversal of the game leaves the PC with
hours in hand before her lift arrives, this sort of thing seems
feasible.

PS What were the odd things you were allowed to do in Last Ride of the
Night?

S
P
O
I
L
E
R

S
P
A
C
E
..
..
..
..
..
..
..

I kissed the man, but wasn't allowed to do much else.