Spring Thing comments [mild spoilers]

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

Note: If you haven't already played the games, you may want to hold off
on reading these. They are not very spoilery, but I may ruin the
surprise of a few things.






Whom the Telling Changed:

Technically a polished and well-made piece of work, and one which
allows for some real variety of outcome. Unfortunately, playing it felt
a lot like negotiating hypertext, which I find tremendously
off-putting. I realize, now, that I could've turned off the boldfaced
text; maybe later if I have time I will replay in that style and see
what difference it makes for me. I can see that it might well be
frustratingly difficult to play the game *without* that aid, though.

I also found the generic frame story dull and a little distant,
especially set against the specific cultural background of the
Gilgamesh tale. The characters in the internal story were far more
compelling than those in the "real world". I realize that some of this
is because the frame has to be flexible as to the PC's gender and
attitude, so it tends to make all his/her relationships a little vague
and hypothetical as well.

But I can see that there's good stuff here. All in all, a strong
effort, and I found myself wishing that I'd been more engaged by it.


Second Chance:

Couldn't load up with my version of MacSCARE. Went to the SCARE website
and established that I did have the latest version. Downloaded jasea
instead; installed jasea; got a startup screen that asked for me to
press "enter". Pressed enter. Nothing happened.


Threnody:

I'm not the ideal audience for this one, because while I am not opposed
to fantasy genre games, I rarely enjoy those which style themselves
after RPG scenarios.

Threnody exudes authorial good will and seems technically adequate --
in a few respects, more than adequate. I appreciated touches like the
enhanced status bar and the magic self-updating map.

On the other hand, the setting, and the writing that described it,
disappointed me. It struck me as fairly stock fantasy material, the
author not having given a lot of time to developing his world as a
place with its own history and character. And once or twice -- as when
the passageway collapsed behind me -- I had the impression that he was
trying to apologize for having just relied on a tremendous cliché.
This almost never works; if you realize that one of your plot mechanics
is overused, better to take it out and replace it with something more
interesting and more specifically suited to the story.

I played about a hundred moves before losing energy and interest.
Points for accepting >FIAT LUX as a command. But the bottom line is
that it takes tremendous writing skill to get me to accept a talking
cat without rolling my eyes.


Flat Feet:

....speaking of which.

This has much to commend it. There are good lines, especially in the
relationship with the PC's sidekick. I like the flexible treatment of
geography that makes the map feel open and unconstrained; the car was
so tidily handled that I never got annoyed with it -- it provided an
excuse for traveling long distances but never made my job as a player
harder. The tone was light, but in an enjoyable way. (How many games
let you throw NPCs?) There were nice extras, like the extensive hint
menus; I didn't run into any obvious bugs, either.

"Flat Feet" lacks something in the cohesive design department, though.
I spent the first fifty or sixty moves wandering around in search of
motivation, with key information turning up only after I'd solved a
puzzle because it was there. Some of the puzzles worked fine; others
(like the Transamerica Pyramid bit) relied on my going places I had no
reason to go, and doing things I had no reason to do.

Early on, it gives the impression that the player should take guidance
from plot constraints rather than map constraints. To explain: there
are obviously quite a few locations open at once, as soon as you get
the car working. Not all of these locations are equally relevant to
what you're doing. Some of them are actively a bad idea to visit before
you're ready, even though it's technically possible to get there.

So at the outset, I felt that my job as a player was not to explore
every single thing I could find, but rather to follow the course of
action that made the most sense at the moment. (Seek out person X, ask
for information about Y, investigate crime scene Z, and so on.) The
minimalist implementation of scenery encourages that play style as
well. When there are a lot of nouns mentioned in any given room
description which are not examinable, I start to get the idea that
examining things is not the player's primary task. That's fine,
especially if it's handled consistently.

What I found jarring was following along a plot thread for a while,
coming to a dead standstill, and discovering the reason I was stuck was
that my PC hadn't taken time off from the plot to explore a location he
had no reason to think interesting. Worse, the location I needed to
visit was only peripherally hinted at in a room description, though a
bunch of other scenery nouns were not implemented at all, and I had
come to expect useful exits always to be clearly and explicitly listed.
This isn't so much a question of obeying any one set of design rules
about how open or closed to make the map, or how fully to implement
scenery. It's possible to make work any of a range of things, as long
as you set up the player expectations properly and then follow through
on them.

Unfortunately, the feeling of arbitrariness grew stronger and stronger
as the game went on. I found myself turning to the Invisihints
increasingly often, and being increasingly annoyed by the things they
told me to do. (And at least one of the puzzles was simply so finicky
that, even when I had the right idea, I had to try about fifteen
variations to get it to come out right.)

So I would have enjoyed this more if the puzzles had been more sensibly
integrated with the plot, or (paradoxically) if the game had been
*more* purely puzzle-oriented and more methodical about its world
model. One or the other. The mixture was problematic.

But the author did do a lot of things right. With a clearer approach to
the overall structure of the game, his next piece could be quite good.


The Authority

Oh my.

Subjective criticism: I've worked in a few places that vaguely
resembled this. I hated them. I am not having fun reliving the
experience. Sorry about that.

Substantive criticism: the game frequently offers me a bunch of
conversation responses that don't yet make logical sense. And it's a
little strange the way what to do next is always spelled out.

I did not finish this one. It's entirely possible that it gets much
more compelling after the intro.


Bolivia By Night

This is nutty but works far, far better than it has any right to do.
With a few minor exceptions, I almost always knew where to go and what
to do, and had a general idea of how to solve the puzzles that were in
front of me -- thanks to careful game design. The map and plot are laid
out in such a way that it's hard to reach a puzzle without already
having seen all the components necessary to solve it. I was rarely
stuck or bored. A few solutions of the late game puzzles veered from
merely unlikely into mind-bogglingly implausible, but they were hinted
fairly extensively; there were only one or two things that I got hung
up on.

The setting was also strong; the credits indicate (if we couldn't have
guessed from the photos) that the author visited in person, and there's
evidence of that first-person experience throughout.

I very much enjoyed the photographs. They set the atmosphere and
grounded the game in reality. In general I think this is a great
example of the sane way to incorporate graphics in IF. Illustrating
every location is hugely difficult, and if you try to depict all the
environment changes that the player can accomplish, you start to lose
one advantage of having a parser and text game in the first place --
namely, relatively inexpensive interactivity. Instead, in "Bolivia" we
have illustrations that show up at important plot junctures and scene
changes (as a reward for accomplishment, sometimes) and show the
setting, but don't even pretend to be pictures of what is going on at
the moment. [One mildly spoilery example of how the author used the
photos well: if the picture of the Zebra had appeared before the Zebra
character showed up in-game, I wouldn't have understood what it was,
other than Something Really Wacky. Having the photo show up after the
Zebra puzzle made me laugh, though -- it was like a visual punchline to
this joke. "Here, you've been imagining something silly? It's even
funnier than you thought."]

Finally, in my experience being able to choose the protagonist's gender
in IF rarely does anything interesting, so I was intrigued to see that
playing a female character made for some funny (or mildly disturbing)
twists on the NPC interactions. The game manages to walk a fine line --
the narrative voice is never snarky or harassing about my gender, but
some of the characters are, a little, and the result is a reasonably
successful depiction of being a foreign woman in a culture of machismo.

If there's a drawback, it's the tonal inconsistency. It's a little
strange to have these light, goofy forms of enchantment operating
alongside serious social issues. But somehow I think it mostly worked,
even so -- this would have been a much more depressing and less
enjoyable game without its leavening of humor, magic, and cartoon
violence. Meanwhile, the Bolivian history lessons were interwoven in
the game in a way that didn't make them too overwhelming.

"Bolivia By Night" wasn't quite cohesive enough to become a favorite of
mine, but it has a lot going for it, is fun to play, and introduces a
setting I've never seen before in IF. My initially dubious reaction to
the talking Che t-shirt wore off surprisingly fast.
 
Archived from groups: rec.games.int-fiction (More info?)

> Bolivia By Night
>
> This is nutty but works far, far better than it has any right to do.

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

emshort@mindspring.com wrote:
> Threnody:
>
> I'm not the ideal audience for this one, because while I am not opposed
> to fantasy genre games, I rarely enjoy those which style themselves
> after RPG scenarios.
>
> Threnody exudes authorial good will and seems technically adequate --
> in a few respects, more than adequate. I appreciated touches like the
> enhanced status bar and the magic self-updating map.
>
> On the other hand, the setting, and the writing that described it,
> disappointed me. It struck me as fairly stock fantasy material, the
> author not having given a lot of time to developing his world as a
> place with its own history and character. And once or twice -- as when
> the passageway collapsed behind me -- I had the impression that he was
> trying to apologize for having just relied on a tremendous cliché.
> This almost never works; if you realize that one of your plot mechanics
> is overused, better to take it out and replace it with something more
> interesting and more specifically suited to the story.
>
> I played about a hundred moves before losing energy and interest.
> Points for accepting >FIAT LUX as a command. But the bottom line is
> that it takes tremendous writing skill to get me to accept a talking
> cat without rolling my eyes.
>

If I had any doubt up until now, this proves it: Emily and I have
exactly opposite tastes in literature. Threnody was the only one of the
six that actually held my attention past the fourth move.

Emily accuses Threnody of using stock fantasy material with little
thought to the world's history and character. I can't argue that
Threnody's world is a little underdeveloped (more on that later), but I
found it a lot more original and better developed than the world of
Pytho's Mask, which struck me as little more than a conglomeration of
stuff pulled from Square-Enix games (though I assume this was
inadvertant, since Emily doesn't seem the type to have played many of
those) and Marion Zimmer Bradley novels.

Threnody took a lot of fairly stock fantasy ideas, but spun them in
rather unusual ways, usually involving a clever and unexpected pun of
the sort I haven't seen since Zork and Enchanter. It also employed my
personal favorite plot device of using a rather mundane mission to get
the protagonist embroiled in more important events. Playing only a
hundred moves, Emily probably missed a lot of the more interesting
stuff, which mostly shows up later in the game. She certainly missed the
unexpected twist at the very end that lends a lot more significance to
the class choice in prologue. Perhaps, being an avid RPG player, I have
more patience for stories that save their coolest material for last.

Now, Threnody's setting could use some more development. What's the
significance of the number nine? What's the relationship between the
three guilds? Why is learning Eselatem's fate so important to the
magician's guild? What is the protagonist's ultimate destiny, and how
does Threnody factor into it? However, I think the fact that questions
like these even come to mind show that the setting is fairly developed.
With a totally generic and wholey undeveloped setting, I wouldn't even
bother to ask what more could be said about it.

As for a the talking cat... I swear my cat would talk if she had the
appropriate vocal organs. She certainly understands when I talk to her.
I'm fairly certain that cats rank above humans on the intelligence scale
(quite far above some humans); anyone who says differently is probably a
dog owner. In any case, I wondered as I was playing if Mr. Schiff was
intentionally drawing on Asian mythology, in which animals having
mystical properties are often recognizable by having extra tails (though
with neko it's usually two; nine is more typical of kitsune).

I think the things one considers "stock fantasy material" probably
varies rather widely depending on what material one has been exposed to.
I'm not sure whether increased exposure to a particular subgenre allows
one to appreciate the subtle differences more, or if less exposure makes
it seem fresher and more original, but clearly one person's lead is
another person's gold.

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

Damian Dollahite wrote:
> emshort@mindspring.com wrote:
> > Threnody:

> > On the other hand, the setting, and the writing that described it,
> > disappointed me. It struck me as fairly stock fantasy material, the
> > author not having given a lot of time to developing his world as a
> > place with its own history and character.
> If I had any doubt up until now, this proves it: Emily and I have
> exactly opposite tastes in literature. Threnody was the only one of
the
> six that actually held my attention past the fourth move.

Well, de gustibus -- as I pointed out at the beginning of my review,
this was a subjective reaction. Since the game seemed to represent
considerable work, I'm glad it did find an appreciative audience, even
if that audience wasn't me.

> Pytho's Mask, which struck me as little more than a conglomeration of
> stuff pulled from Square-Enix games (though I assume this was
> inadvertant, since Emily doesn't seem the type to have played many of
> those) and Marion Zimmer Bradley novels.

It is indeed inadvertent, since I don't even know what Square-Enix
games are, and have read .5 MZB novels.

Anyway, the reason I wanted to answer this is that you glossed over
part of what I said, probably because I didn't put enough emphasis on
it: I complained about the setting, *and the writing that described
it*.

I didn't want to harp on this excessively since it will sound as though
I disliked the game more than I actually did -- and the writing does
have good moments, too. But for the most part I found, in the portion
of the game that I played, that the prose tended towards
over-generality and a tell-rather-than-show approach to the PC's
emotions. For instance: (early-game spoilers ahead...)


S
P
O
I
L
E
R
S






----

You are standing at the gates of the Keep, whose walls extend to the
west and the east. The gates are made of a dull, black metal inlaid
with Eselatem's signature glyph.

You trace the seam between the massive gates, marvelling at the
workmanship of this impressive barrier.

The tales of Eselatem's wealth have circulated through the Guild for
generations: half-believed fairy tales about gardens of solid gold,
statues encrusted with priceless gems....
 
Archived from groups: rec.games.int-fiction (More info?)

Argh, google groups finds new ways to thwart me. It seems to have cut
off most of this message, so posting again:


Damian Dollahite wrote:
> emshort@mindspring.com wrote:
> > Threnody:

> > On the other hand, the setting, and the writing that described it,
> > disappointed me. It struck me as fairly stock fantasy material, the
> > author not having given a lot of time to developing his world as a
> > place with its own history and character.
> If I had any doubt up until now, this proves it: Emily and I have
> exactly opposite tastes in literature. Threnody was the only one of
the
> six that actually held my attention past the fourth move.

Well, de gustibus -- as I pointed out at the beginning of my review,
this was a subjective reaction. Since the game seemed to represent
considerable work, I'm glad it did find an appreciative audience, even
if that audience wasn't me.

> Pytho's Mask, which struck me as little more than a conglomeration of
> stuff pulled from Square-Enix games (though I assume this was
> inadvertant, since Emily doesn't seem the type to have played many of
> those) and Marion Zimmer Bradley novels.

It is indeed inadvertent, since I don't even know what Square-Enix
games are, and have read .5 MZB novels.

Anyway, the reason I wanted to answer this is that you glossed over
part of what I said, probably because I didn't put enough emphasis on
it: I complained about the setting, *and the writing that described
it*.

I didn't want to harp on this excessively since it will sound as though
I disliked the game more than I actually did -- and the writing does
have good moments, too. But for the most part I found, in the portion
of the game that I played, that the prose tended towards
over-generality and a tell-rather-than-show approach to the PC's
emotions. For instance: (early-game spoilers ahead...)


S
P
O
I
L
E
R
S






----

You are standing at the gates of the Keep, whose walls extend to the
west and the east. The gates are made of a dull, black metal inlaid
with Eselatem's signature glyph.

You trace the seam between the massive gates, marvelling at the
workmanship of this impressive barrier.

The tales of Eselatem's wealth have circulated through the Guild for
generations: half-believed fairy tales about gardens of solid gold,
statues encrusted with priceless gems....
 
Archived from groups: rec.games.int-fiction (More info?)

Let's try this. Below is the part of the message google snips off, with
apologies and more spoiler space.











"massive" is on the vague side, but at least a physical feature;
"marvelling" and "impressive" tell me how I am supposed to be reacting,
but don't leave me any visual idea at all. "solid gold" and "priceless
gems" are standard off-the-shelf phrases too. As a player, I need more
of a hook than that -- something *I* care about discovering.

The next line, about diamond-studded sugarplums, is quite a lot better,
if silly.

But the point at which I remember getting impatient with the setting
was this room:


This hallway is decorated in fine white marble, dulled and concealed by
a thick layer of dust. The hall connects to a service hallway in the
north, and a lavish foyer to the south. To the west, an ornate
stairwell ascends to the second floor.


"fine", "lavish", "ornate": what's so fancy about 'em? "decorated in"
is pretty unspecific -- do we just mean that there's a marble floor? Or
walls also? Statues? Coffered marble ceiling panels? And come to that,
this is the fourth or fifth location in a row where the primary feature
of the description is dustiness. Finally, there's nothing actually in
*this* room to look at.

I'm not saying that every description has to be mercilessly exact about
every point of interior decoration; what I am saying is that I tend to
be more engaged by specific details -- even just a few -- which let me
visualize the setting better, and give me a hint of interesting things
I have yet to discover. It is the writing, as much as the underlying
worldbuilding, which put me off. I had the feeling sometimes that the
author wasn't very interested in the place, which made it hard for me
to be.

I should, at this point, apologize again to the author for picking his
work apart in so much detail. As I said, I think this game *did* have a
lot going for it, and it's plain from the replies that some people got
far enough to find yet cooler stuff.
 
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emsh...@mindspring.com wrote:
> I should, at this point, apologize again to the author
> for picking his work apart in so much detail.

Not at all, Emily -- your feedback is extremely welcome!

However, it is clear to me that you've fallen in with the
pro-talking-Marxist-teeshirt / anti-talking-cat conspiracy that
controls the internet. =)

You're spot on with your critique of the writing -- the description was
extremely thin in spots, particularly in the initial stages of the
game, where, I confess, I was more focused on learning TADS than with
fleshing out the general framework I'd built.

I think the quality of Threnody improves later in the game, but an
ill-advised rush to wrap things up before the SpringThing deadline took
its toll on both the quality of the writing and the amount of beta
testing.

An upcoming revision will definitely improve the quality and
consistency of the game.
 
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Damian Dollahite wrote:
> In any case, I wondered as I was playing if Mr. Schiff was
> intentionally drawing on Asian mythology, in which animals having
> mystical properties are often recognizable by having extra tails
(though
> with neko it's usually two; nine is more typical of kitsune).

Thank you for your kind assessment!

Threnody was inspired by much more mundane circumstances: a friend's
extremely energetic Siamese, Buffy. Buffy's tail was lashing
frantically one night, and we decided that she would need another
half-dozen tails to work off all that tail-bound energy. That led to
the cat-o'-nine-tails concept, and Threnody was born.

I was unaware of the connections to Asian mythology, but I'm eagerly
reading up on it now!
 
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In article <d54gk3$i6m$1@domitilla.aioe.org>,
Damian Dollahite <ryukage@aol.com> wrote:
[fairly explicit spoilers for Threnody ahead]

>If I had any doubt up until now, this proves it: Emily and I have
>exactly opposite tastes in literature. Threnody was the only one of the
>six that actually held my attention past the fourth move.
[..]
>Threnody took a lot of fairly stock fantasy ideas, but spun them in
>rather unusual ways, usually involving a clever and unexpected pun of
>the sort I haven't seen since Zork and Enchanter. It also employed my
>personal favorite plot device of using a rather mundane mission to get
>the protagonist embroiled in more important events. Playing only a
>hundred moves, Emily probably missed a lot of the more interesting
>stuff, which mostly shows up later in the game. She certainly missed the
>unexpected twist at the very end that lends a lot more significance to
>the class choice in prologue. Perhaps, being an avid RPG player, I have
>more patience for stories that save their coolest material for last.

Hmm, interesting. I liked this game quite a bit, but mostly for the
puzzles and layout, a bit for some of the cooler individual bits
(I remember the windup monkey, the octopus musician, and the snake
butler with particular fondness), and, well, not much at all for the
plot.

Were you really surprised to have a bad guy show up at the end of the
game? It seems like there'd been a bunch of hints that something bad
was coming, but since it persisted in not showing up I figured it'd
have to do so at the end. And, hmm, I don't know how important your
class really was. I mean, yeah, you get a different explanation for
why they're after you, and you get a different epilogue, but basically
the same stuff happens and the interaction for the player is pretty
much the same.

The other thing that it seems like you might be talking about is the
stuff with the old wizard pulling in stuff from other dimensions. A
few of the things were cute but, I dunno, it seemed pretty similar, at
least in tone, to Risorgimento Represso.

>Ryukage
--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
 
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John Doppler Schiff wrote:
> However, it is clear to me that you've fallen in with the
> pro-talking-Marxist-teeshirt / anti-talking-cat conspiracy that
> controls the internet. =)

Just another sign of the dominance of the Cabal. They approve of
talking Marxist teeshirts but reject talking cats. I guess I should
put a cat in my WIP to counter them, maybe it can be the pet of the
dragon. ;-)

Cirk R. Bejnar
 
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In article <1115153144.656531.291750@o13g2000cwo.googlegroups.com>,
Cirk R. Bejnar <eluchil404@yahoo.com> wrote:
>Just another sign of the dominance of the Cabal. They approve of
>talking Marxist teeshirts but reject talking cats. I guess I should
>put a cat in my WIP to counter them, maybe it can be the pet of the
>dragon. ;-)

Have you seen your dog recently?

Just asking.

Adam