Sunday, July 31, 2016

Ninja – Attempt 1, Part 3

Ninja – Attempt 1, Part 3

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We four musketeer / ninjas join Singing Wind and her retinue, which consists of two samurai bodyguards and two ‘burly’ servants whose role is to pick up the palanquin and carry it along from place to place.

For the fashion conscious, the palanquin is purple while the servants are dressed in white.

Interesting.

As we move through the streets, a former temple of Kwon is pointed out, which has now, sadly, become a ‘cargo store’.  For maximum sadness and / or desecration points, it really should have been converted into an adult video store or an underground boxing ring.

In the highest of the seven famed hills of Lemne, sits an ‘impressive complex’ surrounded by an impressive wall.  Singing Wind calmly informs us that ronin (hired warriors / mercenaries) guard this impressive structure.

Impressive.

Before you can say “plan so crazy it might just work” Aiko takes the place of Singing Wind in the palanquin, while Daon and Gorobei change clothes with the palanquin bearers.

Did anyone else suddenly start hearing this tune in their head?

Oh, did I mention that I volunteer (yeah, right) to cling to the underside of the palanquin as it (hopefully) coasts through the gates?

The gates are guarded by six unsuspecting rodin.  If I wasn’t the protagonist I’d be worried.

Aiko calls out from the palanquin some threatening comments about being Singing Wind, and wanted to regain her home.  The battle is joined!

Aside : Given that we were basically just going to attack, I’m not positive what use the whole disguises were, except that I suppose they helped us get close enough for hand-to-hand combat without being suspected.

Choice! I can join in the battle by trying to stop an unengaged ronin from attacking Aiko’s blind side, or try to sneak over the wall on my own, with the goal of killing Mutari myself.

Leaving my comrades in the middle of a battle would be even more morally suspect than refusing to join them on the mission in the first place, so of course I back Aiko up.

I hope she remembers this decision next time there’s a dispute at the Kwon Bar and Grill about who buys the next round.

As I join the fray, Gorobei decides to show off and grabs an enemy in a massive bear hug.  The ronin faces me with katana drawn.  I go for a Whirlpool throw to gain time.

The ronin has Endurance of 11.

Round 1

I roll a 7 and successfully toss this piker over my hip.  My follow-up Winged Horse kick only needs a 5 to connect, and I get a…..9!

Damage roll is 1 (sigh) +2 +2 = 5.

Luckily the ronin’s sword doesn’t touch my lithe, quick-moving form.

Endurance – Me : 20, Ronin 6.

Round 2

I try the same throw / kick combo, and succeed in both rolls!  Damage is 3 + 2 +2 =7, meaning victory without a sword blade coming near me.

Piece of cake.

I see that my fellow ninjas have sorted out the remaining foes, and now that there is no prospect of danger or inconvenience, Singing Wind ‘bravely’ dashes up to survey the carnage.

Thanks for your help, lady.

I have my sneaking suspicions she’s going to turn out to be a double agent of some kind. Maybe this is just a product of my character’s naive mistrust of women.

Aside : I just thought of this : the protagonist can’t be called Avenger, since he won’t be named that until the Grandmaster says this shortly after the start of the book (coincidentally) called Avenger!  So what’s my name now? Fred?  Daphne? A nicely asexual name like Chris or Danny?  I know :

 

 

prince-symbol-1168410

 

Sold!

In any event, Singing Wind suggests following a secret tunnel which will avoid ninja countermeasures set up by the enemies.  Alternatively (once more) I can leave the team and strike out on my own.

Till next time!

Stats : All modifiers : 0, Endurance : 20, Inner Force : 3

 





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July 31, 2016 at 04:26AM

Shakespeare Sunday: Less than 2 weeks until the official Shakespeare Vs Cthulhu launch

Midnight Rogue playthrough

Midnight Rogue playthrough

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Written by Graeme Davis, Artwork by John Sibbick

Ah, nostalgia time. Let me talk about how I remember this book.

I don't think I played Midnight Rogue more than once or twice after I first found it, back when I was a kid. Being from a working class family, my grandparents would insist that we go to Blackpool for summer holiday each year. By the time I was 12 or 13, I was rather bored of it all. But one year, in the city's indoor market, I was able to find a copy of Midnight Rogue. I read through it in a day or two, and it still reminds me of Blackpool.

The task is simple enough. You are a trainee in the Thieve's Guild in the city of Blacksand, and in order to earn your stripes and become a fully-fledged thief, you are asked to find a large gem called the Eye of the Basilisk. Easy enough, right? Course not!

The gameplay in this adventure works the same as most FF books, with skills and stamina and no new stats. I rolled up decent enough stats, although my luck was rather low at 8. But you're given the opportunity to select from a variety of thief skills as well, from which I have selected pickpocketing, sneaking, and the ever useful spot hidden (which no game of Call of Cthulhu would be complete without).

Rannik, the head of the thieve's guild, tells me that the gem belongs to a merchant. He tells me that this particular merchant's symbol is the coin, which I'm sure would be valuable information, if it weren't for the creeping feeling that this is probably the same symbol that every merchant in the entire world would use. I mean... you're a merchant. What ELSE would you use for your personal symbol? Anyway, I head out into Port Blacksand.

I decide to start my investigation at the merchant's guild. I head out there and, on my travel, see a rustling near a patch of trees. I investigate, and am quickly attacked by a ghoul. I wonder why there's a flesh-eating ghoul just lounging around the city streets of Port Blacksand, but then I remember that I'm in Port Blacksand, a place which makes Ankh-Morpork seem cultured and polite. The ghoul is probably a citizen.

After beating the ghoul to a pulp, I work my way into an alleyway beside the merchant's guild offices and high-tail it up a drainpipe. At the top of the drainpipe, one of the building's gargoyles comes to life and tries to kill me. My sword has no effect on it, and the book asks if I'd like to try something else. Naturally I take this option, and it leads to a segment which asks if I have a grapple, a cloak, or a heavy chain. I have neither, but there is no option to choose 'none of the above'.

By the rules of this blog (no cheating, no turning back to previous segments, etc), I need to choose one of these items which I don't have. I settle for the cloak. Magically, a cloak appears on my character. He throws the cloak over the gargoyle, catching it and sending it crashing to the street below. Good to know that it wasn't just Revenge of the Vampire that suffered from lack of editing, eh?

I slip into the guild via the skylight, and manage to find a door with a coin symbol on it. But I can't get into the merchant's office, because it's locked. So I'm told that I can't do anything else here, and should go to the merchant's house instead. Feh.

The merchant lives in the rich part of town. And like all rich parts of towns, there are more police in that area, because the wealthy are the biggest thieves and crooks in the world. One group of city guards notices me, and I'm not given the option of bluffing an excuse to them as to why I'm here. Instead, I'm only given the options to trying to run, attacking them, or bribing them. I try bribing them. They aren't happy. Obviously I didn't give them enough money. They threaten to take me in, so I do what any sensible person would do in this situation - leg it.

After I lose the guards in the maze of city streets, I eventually manage to find the merchant's house. The front door is locked, so I climb up yet another gutter pipe in order to get through the window. But there are bars on all of the windows. The only way in is via the door, and I can't pick the lock.

Are you seeing a recurring theme here? Long story short - take the freakin' lockpicking ability, otherwise you're screwed. You're given the option of selecting three skills from a list, but without lockpicking as one of them, you simply can't proceed in the adventure. The book is only giving you the ILLUSION of a choice, and I suspect that this is one of those puzzles in which you need to pick the 'correct' skills to be able to complete the game, rather than the skills being different options to unlock new avenues on how you may complete the game. Failing to choose the 'correct' skill results in... what's about to happen...

The only option I have now is to try to pick, at random, a location where I think the gem is hidden. The book gives me four choices, and it's clear that one of them is the correct one. I'm not given an option to choose 'no bloody idea where it is', so I pick one, barrow hill, because it's the name of an adventure game I played on the PC a few years back. The others are either dull-sounding (a bridge or a street) or insanely dangerous (Lord Azzur's Palace), so even if this is barking totally up the wrong tree, at very least I'll be going somewhere vaguely interesting.

The book then outright TELLS me that this was the correct choice, and that although I know it's located in Barrow Hill (I don't know, I just chose at random!), I don't know WHERE in Barrow Hill it is, and sends me back to paragraph 1 to start all over again. That's what happens if you don't select lockpicking as a skill, you eventually get to a point where you're just told 'Start again'. Oh boy. I'm already starting to notice a lot of problems with this book, in case you didn't notice...

So, I tear up my character sheet and make a new one, this time with a specialist skills in Sneaking, Picking Locks and Pickpocketing. My stamina is a bit lower this time, but at very least I stand a better chance of actually being a vaguely useful thief. We start all over again, this time opting to go to a seedy area called the Noose in order to see if I can get some clues first.

The Noose is a grimy, nasty part of town and I manage to waste some time playing games in the local pub. You know the game, it's the one where you try to stab a knife between your fingers and quickly wish that you'd chose a better game to play. Either way it earns me some gold, which I use to pay one of the local beggers for some info. He has no info, but gives me a grappling hook instead. That's... kinda like asking someone to go get you a bottle of milk, and they come back with a hammer.

The adventure then takes a rather odd turn, as I venture onto a dark desert highway. I feel cool wind in my hair and smell colitas rising up through the air. Up ahead in the distance, I saw a shimmering light, and soon I had to stop for the night. I see a woman standing in a doorway of a hotel, and while I heard a mission bell ringing in the background, she lit up a candle and she showed me the way inside. As we walk through the chambers, the woman shows me a lot of pretty, pretty boys she calls friends who dance in the courtyard, it's all quite strange. When I finally get to my room, I called up the Captain, and asked him to please bring me my wine. He said, "We haven't had that spirit here since nineteen sixty nine". I confront the woman about this, all very confused, and she said "We are all just prisoners here, of our own device".

I tried to explain to her that I really had no idea what she was talking about and just wanted to leave, but instead she invited me to the master's chamber to enjoy a feast with the other guests. The feast was a bit weird though, because when the gathered guests stab it with their steely knives they just couldn't kill the beast. I'd had enough of this silliness at this point, and the last thing I remember, I was running for the door. While scrambling to find it, I bump into the night porter, who tells me that although I can check-out any time you like, I can never leave. So I stick my sword through him, kick down the door and flee back into the city. Feh. Stupid hotel. I really don't know why this was even part of the adventure, to be honest with you, it's all quite odd.

In desperation I go to see a psychic, Madame Star. She tells me that I am on a big quest to find something, and that I will need to go to somewhere of sleep and somewhere of work. So, the merchant's home and office... oh gosh, thank you. Her prediction was then followed by a heavy thumping sound, caused by my head hitting my table very hard. At some point, I need to stop basing my important life decisions on information I've bought from Mystic Meg's Psychic Charlatan Store!

So, let's make this nice and short. I go to office. Now that I have grappling hook, I hit gargoyle with it and therefore manage not to lose my precious non-existent cloak. I slip through the skylight again, but without my spot hidden skill, I manage to accidentally step on a hidden switch which opens a secret panel in the wall. Inside the panel lurks a small creature, a Jib-Jib. Essentially a Tribble with feet, the Jib-Jib threatens to scream the entire place down with its cries that can be heard for miles around. Kinda like an alarm system that you need to feed. I stick my sword in it before it can scream.

Thankfully I'm now able to get into the merchant's office, and raid his desk drawer for information. It tells me that yes, the gem is hidden in Barrow Hill. Astonishing. He has a few coins and a key hidden in the drawer, but the office also has a heavy steel door that may lead to a more interesting treasure. Naturally, I want to get it. So I pick the lock and head into the other room.

Once inside, I find a large treasure chest. It tries to eat me. Great, I've stumbled across Rincewind's Luggage. Why is this even here? Does the merchant routinely lock monsters in the spare office rooms? I start to get worried about the merchant's guild. Their alarm system is a living creature, their treasure chests are made of Sapient Pearwood, I'm half expecting that the heavy iron door to come to life and - oh crap, the door's swinging shut.

There's a small mark on the wall which, if I can read secret signs, may have told me how to escape from this room. But I don't have that skill. As a result, I am locked in the spare office room with a dead treasure chest monster, and there I am to stay until the merchant opens up the door the next morning and I get dragged out of the place by angry city guards. Yeah, suffice to say I'm not going to finish this one.

Ah, but the game doesn't end there. You see, there's a twist in the tale. Naturally, this means that the next point is a spoiler. It's also recalled entirely from memory. I did say that I had strong memory about this book, didn't I?

You see, when I was a kid, I'd cheated my way through all of these books, naturally. At the ending of this story, you do indeed uncover the gem. But it's a fake. In fact, the entire adventure was a fake, orchestrated by the Thieve's Guild. Every step of the way has been planned, plotted, and constructed. Which makes it one of the most lethal 'tests' possible. All of your guildmates turn the lights on and celebrate your accomplishments with a big party.

It's a real twist in the story, and made the book memorable as a kid. But thinking about it now, as an adult... I hate that. I mean, what if I'd have got eaten by the ghoul? "Oh, I'm sorry," Rannik the Thieve's Guild Master would say, "But you failed the test by getting your limbs ripped off by our pet ghoul. No guild membership for you." I mean... if it's a test to see if you'd make a decent member of the club, maybe it'd be an idea not to have the entry exam be lethal!

Let me tell you a story. When I was a little older, I had a copy of Ultima 7. I loved this game. As part of the game's quest, you need to infiltrate a sinister religious organisation called the Fellowship. The head of the Fellowship, L. Ron Hubbard (named Batlin in the game, but we know who he really is!) asks you, as a new recruit, to head to an abandoned dungeon and pick up some gold they'd stored there. Abandoned dungeon. And he assures you that it's totally harmless and that there's nothing dangerous at all. Once you get to the dungeon, you find that it is full of DRAGONS. One of the most dangerous enemies in the game. Just one of them can kill you, and there are whole swarms of the buggers here. If you return to Batlin with the stuff he asked for and complain that he, like the Thieve's Guild Master, had sent you off to die in a lethal death-trap of fiery and tooth-filled doom, he just says "Woops, I must have been mistaken. Oh well. Would you like a cup of tea or something?"

Ffffffffff.......

Overall, this book has some lovely ideas. It's got a great premise, and looks at the Fighting Fantasy genres in a whole different light. It does use the setting of Port Blacksand to its advantage, and the idea of gathering info before hitting the dungeon is great. But... it all fails in execution, for the reasons detailed in the playthrough. Which is a damn shame, and I'm very disappointed that this book was less fun to play through honestly and properly than it was to just cheat my way through. Hey, actually.... wouldn't it be a nice idea if the only way to win at this gamebook IS to cheat? That'd be some real lateral thinking problem solving there, eh?

It's certainly not on my top five list of the most disappointing things in the history of the universe (a list which consists of the video games Ultima 9, Mass Effect 3, the movies Highlander 5, Star Wars Episode 1 and The Hobbit, and the last of Stephen King's Dark Tower novels), but I don't speak for everyone. If you've finished this gamebook, let me know what you think.



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July 31, 2016 at 03:12AM

Saturday, July 30, 2016

Connecting Ideas

Connecting Ideas

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I have been conscientiously avoiding any discussion of my book, The Fifth Man.  Not to worry.  I am working on it.  It is a grind, I'm not enjoying myself - and the only reason I don't talk about it is because I can't talk about it.  Spoilers, you know.  I don't want to talk about a specific problem in the book because of spoilers.

Yet I had a run-in with serendipity yesterday that will at least allow me to talk about why the book is a grind and why I make it a grind.  It has to do with Cezanne, Hallelujah and Malcolm Gladwell.

Now for those who have been reading my blog for awhile, it is already clear that I very much like Gladwell. I like him because he's interesting - and he's interesting because one of his things is to discuss why something we think as a culture or something we supposedly know is wrong.  He steadfastly chooses things for discussion that fit that priority for him.  He hunts for misconceptions and then he explodes them.  He doesn't, as many other pundits do, find documentation or evidence to support things for what we already believe.

This makes Gladwell a challenge.  First, the listener is made to think about something that is normally taken for granted: that a football team should kick on the fourth down, that having great food at a university cafeteria is a good thing or that having more information about something promises greater accuracy.  Then the listener has to accept, as Gladwell demonstrates with facts, that this isn't just untrue - that continuing to think this way is potentially self-destructive, whereas accepting the facts could lead to ground-breaking, potentially system-shattering improvements.  It is usually such a brain twist for people that they either a) don't accept it and hate Gladwell; or b) find themselves overwhelmed and so infatuated with Gladwell's intellect that they apparently lose the point of what he's just said.

Here's an interesting point.  Gladwell refuses, in interview after interview, to accept the label that he's some sort of genius.  This isn't modesty.  Gladwell is a journalist.  All the stories he tells, all the circumstances he discusses, all the associations he makes, are the words and research and brain sweat of other people.  Gladwell just describes it.  This is so constantly misunderstood by the media, by the public, by virtually everyone discussing him on the internet, that it must be a source of tremendous frustration for Gladwell.

Take the most famous association: the 10,000 hour rule.  Googling it, I find this headline front and center: "New Study Destroys Malcolm Gladwell's 10,000 hour rule."  It isn't Gladwell's rule.  It never was.  The rule was Swedish psychiatrist Anders Ericsson's proposal that was part of a study that happened in 1993.  Gladwell made it famous.  Gladwell has never claimed that it's a 'rule' - he presents it in his book Outliers as a curiosity, an apparently consistent pattern that seems to hold for the time it takes to become an expert.  In his book, Gladwell cites examples - examples that still hold water, regardless of what another study shows.  Because it was never presented as a "rule."  It was the media, and particularly the internet, that gave it that title.

The reason I like Gladwell is because he is a window to hundreds of people that Gladwell takes the time to write about.  Not because Gladwell is a celebrity or a genius.  Now I can put that on a shelf and move on.

I have always preferred Paul Cezanne to other Post-Impressionist painters - Van Gogh, Manet, Pissarro and so on.  I can't explain it.  There's something about his work that pulls at me and that's all the justification that I've needed.  With that, however, I had learned a long time ago about Cezanne's frustration with his own work and his tendency to paint the same subjects over and over again, struggling to get them just so (search Google for "Cezanne's Wife") - even painting the same landscape every day, less to represent the landscape than to hammer his own mind or his skill into a shape that came closer to satisfying him.

I've done this, I've done exactly this - and I've always felt a kinship for Cezanne in this particular regard, feeling that I could understand the fierce arguments between him and Pissarro's infatuation with pointillism . . . how I would love to sit in and sop up that kind of passion.

In the media, Cezanne is so rarely mentioned - I am always pleased to hear anything about him, that expands my knowledge.  Let's put that on a shelf, too, and move on.

I'm Canadian, so I know who Leonard Cohen is.  In Canada, there has always been an agenda to force "famous people" that no one as ever heard of - so if you listen to the CBC, the Canadian version of the BBC, as I did in my teens, its impossible not to pick up knowledge of obscure people who happen to be from Canada.  This means that I first heard the song "Hallelujah" by Leonard Cohen when it was first released in 1984.  For those who don't know, one of the versions that Cohen did was used in the movie Watchmen during the much-despised sex scene.

I have always liked this song - and of the song I can make the joke, "How many musicians does it take to sing Hallulujah?"

"Apparently, all of them."

Unfortunately, I've never found a version of the song that I like.  Cohen himself has the right tone for the song (after about six tries at recording it), but his actual voice is shit and as much as I try to like it, I don't.  John Cale's version is passable but it suffers from way too much expressionism in the song, while the extremely popular Jeff Buckley version sounds like a cat being stretched out as a guitar string.  I've never understood how it got to be popular, nor why every other gawddamn singer feels that they have to sing the song the way Buckley sang it and NOT the way Cohen sang it.  Its a beautiful song!  Just sing the fucking words with the number of syllables the words have, without having to warble, infuse with cheap emotion or stretch the vocals out in some tortured, horrible way.

For a long time I have wondered what the hell it is with this song that compels musicians to ruin it.  Yesterday, however, I found my answer.  Straight out of Malcolm Gladwell.  Gladwell has started a series of podcasts called "Revisionist History" - and in episode number 7, released yesterday, he talks about the song Hallelujah and about Paul Cezanne (along with what happened with Elvis Costello).  In all cases, he answers questions that have been plaguing me for decades.  And he explains why I am banging my head on the desk, trying to get the book written properly.

I have said it again and again on this blog.  I like to be proven wrong.  I like it so much, I spend hundreds of hours trying to find people online who are writing, speaking or arguing in forums about things I think I know, so that I can feel myself torn down and demonstratively proved inaccurate, so I can adopt the new model and move forward.

I am surprised to find that I am often the only person in the room that feels this way about knowledge.  How is that possible?






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July 30, 2016 at 09:38PM

Jolt Country: Cyberganked’s been Greenlit

Jolt Country: Cyberganked’s been Greenlit

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My upcoming CRPG / text adventure hybrid called Cyberganked has been Greenlit on Steam. After sending out dozens of messages to Valve assuming, trumpeting and inventing for them their “no backsies” policy and receiving what I can only assume is tacit agreement, I’m confident that what has been done can not be undone, and we can get into the important business of rubbing it in the face of the terrible people that dropped by the Greenlight campaign’s comments to give me unending abuse.

(Just kidding, though hug your developer friends next time you see them.)

In all seriousness, thanks to everyone who voted, retweeted announcements, agreed to be in the game and provided so much positive energy. I don’t want to throw out a guess on when the game will be done, because it really is just a matter of grabbing the time to do it. I’ve got little cards for the rest of the tasks in some project management software written up. It’s on a good path. It’s on a great path.

For anyone seeing this for the first time, here was the Greenlight campaign, which includes the introductory video. The introductory video includes some screenshots and gameplay. The gameplay includes potassium be– well, this could go on forever and I must get back to finishing it!





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July 30, 2016 at 06:13PM

Don't Worry, I Wasn't Going to Say Anything

Don't Worry, I Wasn't Going to Say Anything

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I'm sorry, I'm Canadian.





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July 30, 2016 at 11:46AM

Ninja! – Attempt 1, Part 2

Ninja! – Attempt 1, Part 2

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1c6e2ef6ca7c6ad52fbfebaf4ca454eb

Alright, my previous post was fairly desultory, so let’s clarify a few things :

  • Mr Walters, author and blog commenter, has obviously noted how awesome Poison Needles was as a skill in the ‘main’ series.  He has therefore specifically stated in the introductory material that my use of Poison Needles in this book is restricted until I ‘find’ some poison.  I guess learning the skill didn’t come with an ‘introductory’ pack of 100 needles and an ominous jar marked with a skull and crossbones.
  • I don’t start with a dose of the Blood of Nil either.
  • Also, I guess my spiritual reserves haven’t reached their preferred peak, because I only start with 3 points of ‘Inner Force’.  I had noted this, but should have confirmed it for my legions of fans.
  • The introduction finally makes clear that the pretext for adventure here is the competition for the chance to compete for the position of Grandmaster of the Five Winds.

In a scenario that sounds suspiciously like the Amazing Race, I am advised that the terms of the contest are as follows :

  • The other four competitors and myself are taken to the Island of Plenty, and we must make our own way from Lemne (east coast) to Iga (west coast) in five days.
  • The five cities on the east coast each have a flag, two of which are required before a competitor can make their way west.
  • I must ‘do no evil’ on the journey (so no downloading movies off The Pirate Bay) and cannot take a flag from one of my fellow competitors.

As the shop (called Catechism) sails into the harbour, I am given a brief rundown (Deathtrap Dungeon-esque) of my fellow competitors.

  • Aiko (a female competitor) is wearing a black ninja costume and checking her equipment.
  • Gorobei, my future rival, is hungry for success, having only just failed to win this contest on one previous occasion.
  • Daon fled the island ‘as a boy’, with his temple incinerated.
  • Chigeru is the token ‘older’ competitor, and is apparently a man of significant spiritual power.  He is the Togowa-style elder statesman of the contest.

Aside :  I’m sure the author is annoyed that Gorobei was named previously, as it prevented him from having a perfect A-B-C-D of names.

A young woman named Singing Wind greats us at the dock, mentioning that her husband (who apparently performed this greeting last year) has been assassinated, and that a local bandit leader (Mutari) has killed her guards and her husband, seized her home and stolen her husband’s sacred katana longsword.  Her remaining samurai are escorting her husband’s body home and she asks for our help.

Aside : In a depressingly predictable point, I note that the samurai apparently prioritise the dead body of their lord over, you know, the living body of his wife.

Aside #2 : Its always nice, for a chance, for the book not to go out of its way to describe how ‘beautiful’ and ‘gorgeous’ the young woman is.

In any event, Singing Wind asks for our help.  Gorobei, Daon and Aiko immediately pledge their help.  When Chigeri asks about the fate of the contest, Singing Wind interestingly promises to give ‘her’ flag to whoever gets the falcon Katana back.

Chigeru states that there are ‘enough’ people assisting Singing Wind and states his intention to pursue the contest.  I can agree to help, go alone to the city of Suma or follow Chigeru south to Nara.

Firstly, there is no way on god’s green earth that some intra-mural contest should be prioritised over helping someone avenge the death of her husband.  It would be like refusing to serve in the army defending your homeland because you were due to compete in the swimming at the Olympics.

Secondly, any organisation which would value a glorified scavenger hunt over such urgent needs is not one of which I would be proud to be a member.

Therefore the initial choice is one of the easiest I have made in this series of books.  I vow to assist Singing Wind.

Stats : All modifiers : 0, Endurance : 20, Inner Force : 3





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July 30, 2016 at 05:00AM

The Count (1979)

The Count (1979)

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I could go back to Warp some more, but I’m rather exhausted of gathering treasures. The next Scott Adams game off my list has a reputation for being experimental and not just a treasure grab, so I decided to go for it next.

trs80

Despite the “what are you doing here” setup from the cover this does not seem to be amnesia.

count1

Rather, this is a case where the in-game character has knowledge that the player doesn’t, and part of the gameplay is simply deciphering what’s going on. It’s quickly established The Count means the vampire Dracula.

count2

(Footnote.)

The objective is (probably?) to destroy him

count3

but if that’s the case, why are we sleeping at the castle? And how does that match with the cover which indicates this might be a love story of some sort? Perhaps the main character intended to destroy Dracula but fell enamored instead? If so, is this voluntary or involuntary? If involuntary, why did we get “tucked in” apparently by Dracula without any physical damage?

Also experimental: the main map is tiny even for a Scott Adams game

countmap1

and it seems like the main notion is that time advances to sunset, at which point you get sleepy and awake in bed. Day Two below:

count4

Is the neck bite necessary to the story, or am I supposed to prepare Day One so it doesn’t happen?

It’s highly disconcerting to play a game without even knowing the player character’s motive (or if there was an original motive that changed). It’s a dream where you are dropped as an actor in a play and everyone else expects you know the lines but you have no idea what’s going on.

The only thing resembling a “puzzle” is there is a room visible underneath the window of the opening room, and it appears like the game wants you to get there somehow. Still, the whole thing is refreshingly odd and I might just spend some time mapping out if any changes happen when time passes. I’m suspecting an Infocom-mystery-game setup where certain things only happen at certain times and it’d be useful to get a map of the schedule.

Footnote: This is a bit of a side rant but I have to say — what’s up with the spelling and capitalization of Scott Adams games? “ADVEWNTURE?” This isn’t even version 1 I’m playing; nobody ever noticed the extra w? And why does “afternoon” have the spelling “AFternoon”? More than once in the game? And why does that sort of odd capitalization happen in multiple games? Is there some genuine technical reason? It’s been driving me bananas in every Scott Adams game. Also, tip for future players: the way to get out of bed is GET UP. Not STAND, UP, OUT, GET OUT, EXIT, or a dozen other variants that would seem to work. I spent about 40 turns at the start of this game just trying to do basic movement. It’s the first time in a while I hit a genuine guess-the-verb puzzle that took me more than one extra turn to resolve. My journey through the 1970s in general has hit much less guessing of the verb than the reputation of old text adventures suggests.






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July 30, 2016 at 02:15AM

Renga in Blue: The Count (1979)

Renga in Blue: The Count (1979)

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I could go back to Warp some more, but I’m rather exhausted of gathering treasures. The next Scott Adams game off my list has a reputation for being experimental and not just a treasure grab, so I decided to go for it next.

trs80

Despite the “what are you doing here” setup from the cover this does not seem to be amnesia.

count1

Rather, this is a case where the in-game character has knowledge that the player doesn’t, and part of the gameplay is simply deciphering what’s going on. It’s quickly established The Count means the vampire Dracula.

count2

(Footnote.)

The objective is (probably?) to destroy him

count3

but if that’s the case, why are we sleeping at the castle? And how does that match with the cover which indicates this might be a love story of some sort? Perhaps the main character intended to destroy Dracula but fell enamored instead? If so, is this voluntary or involuntary? If involuntary, why did we get “tucked in” apparently by Dracula without any physical damage?

Also experimental: the main map is tiny even for a Scott Adams game

countmap1

and it seems like the main notion is that time advances to sunset, at which point you get sleepy and awake in bed. Day Two below:

count4

Is the neck bite necessary to the story, or am I supposed to prepare Day One so it doesn’t happen?

It’s highly disconcerting to play a game without even knowing the player character’s motive (or if there was an original motive that changed). It’s a dream where you are dropped as an actor in a play and everyone else expects you know the lines but you have no idea what’s going on.

The only thing resembling a “puzzle” is there is a room visible underneath the window of the opening room, and it appears like the game wants you to get there somehow. Still, the whole thing is refreshingly odd and I might just spend some time mapping out if any changes happen when time passes. I’m suspecting an Infocom-mystery-game setup where certain things only happen at certain times and it’d be useful to get a map of the schedule.

Footnote: This is a bit of a side rant but I have to say — what’s up with the spelling and capitalization of Scott Adams games? “ADVEWNTURE?” This isn’t even version 1 I’m playing; nobody ever noticed the extra w? And why does “afternoon” have the spelling “AFternoon”? More than once in the game? And why does that sort of odd capitalization happen in multiple games? Is there some genuine technical reason? It’s been driving me bananas in every Scott Adams game. Also, tip for future players: the way to get out of bed is GET UP. Not STAND, UP, OUT, GET OUT, EXIT, or a dozen other variants that would seem to work. I spent about 40 turns at the start of this game just trying to do basic movement.






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July 30, 2016 at 02:10AM

Friday, July 29, 2016

Philosopher’s Quest: Finished!

Philosopher’s Quest: Finished!

http://ift.tt/2an3E3V

(Click the image below for the complete map, except for mazes.)

mapdone

(Click here if you’d like to read the whole sequence of posts leading up to this point.)

I actually rattled this game around a few times in the interim period since I made my last post, but got enough nowhere that I finally consulted a walkthrough. Fortunately it turned out to be one of those chains-of-causality situations where a single hint led me through nearly the entire game (except for two bits at the end which I will share soon). The game is one of those where items and things don’t necessarily exist until they are ready to, and I had simply never quite got through the first part of the “quest chain.”

The chain starts with the Victorian lady wanting her dog. I am certain you don’t remember what I’m talking about, so here’s a clip:

> make tea
You drop the teabag in the cup, add boiling water, and brew up a fine cup of tea.
> n
An old lady in a wheelchair glares at you as you enter a living room. Her gaze softens as it alights on the cup of tea you’re carrying. “At last!” she exclaims. “How I’ve waited for a decent cup of tea – even if it doesn’t have a saucer,” she adds. She grabs the cup from you greedily and drains it. “Aaah, that’s better. And now I wonder if you could be so kind to little old me and find my little lost dog for me? He ran out a while before you came in. I’m very worried because he hasn’t had his din-dins yet. I do hope he hasn’t gone to play up the cliffs again. Do find him – I would be SO grateful.” She shoos you gently back into the kitchen again.

After a convoluted set piece involving a large plank, I had gotten to the point where I had the dog but the Victorian lady’s house was now blocked off. I had been carrying a dog biscuit to keep the dog from running off, but that turned out to be wrong; I needed to plant the biscuit near the house, so the dog would run off and forge a path through the undergrowth that I could then follow as an alternate route back to the Victorian lady. Whereupon …

The old lady beams as you enter. “What a delightful little doggy,” she smiles, taking it from you. “But my dog was shaggier than that. Could you try again, please?”
As you leave the room, you see the dog running into the dark passage to the north. He yelps once, and is then silent.

… the dog search continues. I discovered fairly quickly the next dog in the danger room sequence of riddles (I had suspected given the empty rooms I was waiting for a quest trigger there) which led to a much more straightforward delivery …

“Another dog!” says the old lady. “But that’s not mine either, I’m afraid. I’ll look after it, though.” She takes it from you. “My dog was much shaggier than that one,” she tells you, as she pushes you back towards the kitchen.
As you leave the room, you see the dog running into the dark passage to the north. He yelps once, and is then silent.

… and yet more dog hunting. Again I found the next dog in short order; it was near the Tower of Babel area in a “Gloomy Cave” that smelled of dog. Surely this is the one?

“Wrong again,” declares the old lady, “but you’re doing well. Give him to me. My dog was extremely shaggy and answers to the name Spot. Off you go!”
As you leave the room, you see the dog running into the dark passage to the north. He yelps once, and is then silent.

This time there happened to be dog footprints leading back to the danger room, so a literal hop, skip, and jump later …

“Oh dear, this is difficult,” says the old lady, ” but this dog still isn’t shaggy enough. Could you try again, just for little old me?”
She takes the dog from you and pushes you firmly towards the kitchen. As you leave the room, you see the dog running into the dark passage to the north. He yelps once, and is then silent.

… and I really started to wonder how far the game is pushing this. In any case, the only dog-related item I hadn’t used yet was a kennel that was empty … and was still empty. However, I could hear happy barking. >GET ALL yielded an invisible dog in my inventory (I swear I am not making this up). Fortunately there was a nearby brown paint trap I had long been dying to know the purpose of, and a few steps later, finally, finally:

“Oh hooray!” shrieks the old lady, grabbing the dog, “My darling little Spotty-wotty! I should have told you he was invisible – no wonder you were having trouble finding him. I’ll make you a beneficiary in my will,” she declares, and writes something on a document. “I’ll just go and blot it,” she says, and starts to wheel her chair toward the passageway to the north. “It’s a pity the lights are so unreliable here – gas lights were so much better,” she mutters as she disappears into the murky passage.
There is a sudden cry of “AAGH!” from the passageway, and an equally sudden thump. Everything goes still.
You are in the living room of the bungalow. The windows are boarded up
in here, too. The only exits are north, through a dark passageway,
and south to the kitchen.
> n
You are in the hall of the bungalow. To the north there has been a small earthquake recently, and a big pit has opened up. The old lady and some dogs are lying at the bottom. She must have stumbled onto the pit in the dark, fallen in, and broken every bone in her body, poor dear! The only safe exit is back south.
There is a will here, naming you as beneficiary.

I’ve heard of amoral adventuring, but this tops anything I can remember, even though the adventurer is actually just trying to be helpful the whole time. In any case, the will can be turned (at a nearby solicitor’s office, of course it can) into a cheque which counts as a treasure.

There is a large, stuffed albatross here!
There is an ancient treatise by Socrates here!
There is a fine silver chain here!
There is a valuable cheque, made out to you, here!
There is a treasure chest here!
There is an erratic but valuable antique clock here!
There is a stuffed platypus here, encrusted with jewels!
There is a valuable platinum-edged portrait of
Maurits Escher, who is portrayed holding
a valuable platinum-edged portrait of
Maurits Escher, who is portrayed holding
……
……
…… here, here, here!
A piece of sausage is curled up here.
There is an inlaid slipper wrought with the finest filigree here!
There is a gold tooth the size of an egg here!
There is a bronze trophy, marked “Riddle Champion of
Brand X”, here!
There is an exquisite ivory tusk here!
> score
If you were to stop now, you would score 289 points out of
a maximum of 300.

After multiple checks, I did indeed have all the treasures; I just somehow lost 10 points. Deciphering the mystery required a complete replay and reference to the walkthrough.

I found out I went through a particular section called the Garden of Eden wrong. There’s a snake with a tempting fruit you can eat, and eating the fruit causes you to “fall from grace” so to speak and land in the North of Eden – East of Eden area I wrote about once.

I assumed eating the fruit was a necessary part of the script, but it turns out doing reduced my score. After harassing the snake enough times by trying to take it (!) the snake gets mad and leaves and there’s a route to leave the garden of Eden without eating the fruit.

Oif. Replay was fortunately fairly fast (this is not Acheton length) so I corrected my loss of points, returned all the treasures to the correct place, and …

> score
If you were to stop now, you would score 299 points out of
a maximum of 300.

… still didn’t have a CONGRATULATIONS YOU ARE WINNER screen. Huh. At this point I confess to weariness; I went straight for the walkthrough. There’s a magic word “BLACH” from one of the very first rooms that’s been useless the entire game.

> blach

You have scored 300 points out of a maximum of 300.
WELL DONE! YOU’VE CRACKED THE WHOLE GAME!
YOU GOT THE POINT AT LAST!

Mission accomplished?

pquestcover

One, and most importantly, this is a rotten hard and randomly unfair game. In fact, it has the reputation of being one of the nastiest of the Phoenix/ Topologika games, and it thoroughly deserves it. The other games of this origin want you dead; this one wants you dead _now_, and if at all possible, for you to suffer in the process. You can die at the game’s slightest whim.
— Richard Bos

I think you can probably guess I am not going to recommend this game to play. The main quest line is a terrible shaggy dog joke, death is rampant, and the puzzles are filled to the brim with unfair.

Yet —

As a whole experience, to sum up, I enjoyed myself. The world is truly random, but somehow I started to grasp a logic to it where of course a puzzle could be solved with a literary allusion and why yes of course I’m hearing an invisible dog that I need to drop a bucket of paint on. This may simply be a sign I was on this game too long, and while I enjoyed myself, I’m also very glad to move on.

(That includes, by the way, the imaginary worlds gamejam, which has not been forgotten and is at this very moment the subject of a much-edited draft. Soon!)






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July 29, 2016 at 06:15PM

Renga in Blue: Philosopher’s Quest: Finished!

Renga in Blue: Philosopher’s Quest: Finished!

http://ift.tt/2an3E3V

You have scored 300 points out of a maximum of 300.
WELL DONE! YOU’VE CRACKED THE WHOLE GAME!
YOU GOT THE POINT AT LAST!

(Click the image below for the complete map, except for mazes.)

mapdone

(Click here if you’d like to read the whole sequence of posts leading up to this point.)

I actually rattled this game around a few times in the interim period since I made my last post, but got enough nowhere that I finally consulted a walkthrough. Fortunately it turned out to be one of those chains-of-causality situations where a single hint led me through nearly the entire game (except for two bits at the end which I will share soon). The game is one of those where items and things don’t necessarily exist until they are ready to, and I had simply never quite got through the first part of the “quest chain.”

The chain starts with the Victorian lady wanting her dog. I am certain you don’t remember what I’m talking about, so here’s a clip:

> make tea
You drop the teabag in the cup, add boiling water, and brew up a fine cup of tea.
> n
An old lady in a wheelchair glares at you as you enter a living room. Her gaze softens as it alights on the cup of tea you’re carrying. “At last!” she exclaims. “How I’ve waited for a decent cup of tea – even if it doesn’t have a saucer,” she adds. She grabs the cup from you greedily and drains it. “Aaah, that’s better. And now I wonder if you could be so kind to little old me and find my little lost dog for me? He ran out a while before you came in. I’m very worried because he hasn’t had his din-dins yet. I do hope he hasn’t gone to play up the cliffs again. Do find him – I would be SO grateful.” She shoos you gently back into the kitchen again.

After a convoluted set piece involving a large plank, I had gotten to the point where I had the dog but the Victorian lady’s house was now blocked off. I had been carrying a dog biscuit to keep the dog from running off, but that turned out to be wrong; I needed to plant the biscuit near the house, so the dog would run off and forge a path through the undergrowth that I could then follow as an alternate route back to the Victorian lady. Whereupon …

The old lady beams as you enter. “What a delightful little doggy,” she smiles, taking it from you. “But my dog was shaggier than that. Could you try again, please?”
As you leave the room, you see the dog running into the dark passage to the north. He yelps once, and is then silent.

… the dog search continues. I discovered fairly quickly the next dog in the danger room sequence of riddles (I had suspected given the empty rooms I was waiting for a quest trigger there) which led to a much more straightforward delivery …

“Another dog!” says the old lady. “But that’s not mine either, I’m afraid. I’ll look after it, though.” She takes it from you. “My dog was much shaggier than that one,” she tells you, as she pushes you back towards the kitchen.
As you leave the room, you see the dog running into the dark passage to the north. He yelps once, and is then silent.

… and yet more dog hunting. Again I found the next dog in short order; it was near the Tower of Babel area in a “Gloomy Cave” that smelled of dog. Surely this is the one?

“Wrong again,” declares the old lady, “but you’re doing well. Give him to me. My dog was extremely shaggy and answers to the name Spot. Off you go!”
As you leave the room, you see the dog running into the dark passage to the north. He yelps once, and is then silent.

This time there happened to be dog footprints leading back to the danger room, so a literal hop, skip, and jump later …

“Oh dear, this is difficult,” says the old lady, ” but this dog still isn’t shaggy enough. Could you try again, just for little old me?”
She takes the dog from you and pushes you firmly towards the kitchen. As you leave the room, you see the dog running into the dark passage to the north. He yelps once, and is then silent.

… and I really started to wonder how far the game is pushing this. In any case, the only dog-related item I hadn’t used yet was a kennel that was empty … and was still empty. However, I could hear happy barking. >GET ALL yielded an invisible dog in my inventory (I swear I am not making this up). Fortunately there was a nearby brown paint trap I had long been dying to know the purpose of, and a few steps later, finally, finally:

“Oh hooray!” shrieks the old lady, grabbing the dog, “My darling little Spotty-wotty! I should have told you he was invisible – no wonder you were having trouble finding him. I’ll make you a beneficiary in my will,” she declares, and writes something on a document. “I’ll just go and blot it,” she says, and starts to wheel her chair toward the passageway to the north. “It’s a pity the lights are so unreliable here – gas lights were so much better,” she mutters as she disappears into the murky passage.
There is a sudden cry of “AAGH!” from the passageway, and an equally sudden thump. Everything goes still.
You are in the living room of the bungalow. The windows are boarded up
in here, too. The only exits are north, through a dark passageway,
and south to the kitchen.
> n
You are in the hall of the bungalow. To the north there has been a small earthquake recently, and a big pit has opened up. The old lady and some dogs are lying at the bottom. She must have stumbled onto the pit in the dark, fallen in, and broken every bone in her body, poor dear! The only safe exit is back south.
There is a will here, naming you as beneficiary.

I’ve heard of amoral adventuring, but this tops anything I can remember, even though the adventurer is actually just trying to be helpful the whole time. In any case, the will can be turned (at a nearby solicitor’s office, of course it can) into a cheque which counts as a treasure.

There is a large, stuffed albatross here!
There is an ancient treatise by Socrates here!
There is a fine silver chain here!
There is a valuable cheque, made out to you, here!
There is a treasure chest here!
There is an erratic but valuable antique clock here!
There is a stuffed platypus here, encrusted with jewels!
There is a valuable platinum-edged portrait of
Maurits Escher, who is portrayed holding
a valuable platinum-edged portrait of
Maurits Escher, who is portrayed holding
……
……
…… here, here, here!
A piece of sausage is curled up here.
There is an inlaid slipper wrought with the finest filigree here!
There is a gold tooth the size of an egg here!
There is a bronze trophy, marked “Riddle Champion of
Brand X”, here!
There is an exquisite ivory tusk here!
> score
If you were to stop now, you would score 289 points out of
a maximum of 300.

After multiple checks, I did indeed have all the treasures; I just somehow lost 10 points. Deciphering the mystery required a complete replay and reference to the walkthrough.

I found out I went through a particular section called the Garden of Eden wrong. There’s a snake with a tempting fruit you can eat, and eating the fruit causes you to “fall from grace” so to speak and land in the North of Eden – East of Eden area I wrote about once.

I assumed eating the fruit was a necessary part of the script, but it turns out doing reduced my score. After harassing the snake enough times by trying to take it (!) the snake gets mad and leaves and there’s a route to leave the garden of Eden without eating the fruit.

Oif. Replay was fortunately fairly fast (this is not Acheton length) so I corrected my loss of points, returned all the treasures to the correct place, and …

> score
If you were to stop now, you would score 299 points out of
a maximum of 300.

… still didn’t have a CONGRATULATIONS YOU ARE WINNER screen. Huh. At this point I confess to weariness; I went straight for the walkthrough. There’s a magic word “BLACH” from one of the very first rooms that’s been useless the entire game.

> blach

You have scored 300 points out of a maximum of 300.
WELL DONE! YOU’VE CRACKED THE WHOLE GAME!
YOU GOT THE POINT AT LAST!

Mission accomplished?

pquestcover

One, and most importantly, this is a rotten hard and randomly unfair game. In fact, it has the reputation of being one of the nastiest of the Phoenix/ Topologika games, and it thoroughly deserves it. The other games of this origin want you dead; this one wants you dead _now_, and if at all possible, for you to suffer in the process. You can die at the game’s slightest whim.
— Richard Bos

I think you can probably guess I am not going to recommend this game to play. The main quest line is a terrible shaggy dog joke, death is rampant, and the puzzles are filled to the brim with unfair.

Yet —

As a whole experience, to sum up, I enjoyed myself. The world is truly random, but somehow I started to grasp a logic to it where of course a puzzle could be solved with a literary allusion and why yes of course I’m hearing an invisible dog that I need to drop a bucket of paint on. This may simply be a sign I was on this game too long, and while I enjoyed myself, I’m also very glad to move on.

(That includes, by the way, the imaginary worlds gamejam, which has not been forgotten and is at this very moment the subject of a much-edited draft. Soon!)






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July 29, 2016 at 04:07PM

Advanced Fighting Fantasy 2 • Re: What is your favourite sci-fi FF gamebook?

Advanced Fighting Fantasy 2 • Re: What is your favourite sci-fi FF gamebook?

http://ift.tt/2aDhm4t

I like Robot Commando and actually have a soft spot for Space Assassin as it was:

a) The second FF I read and the first Sci Fi FF gamebook I read.
b) Had a selection of weapons with options opening up soe tactical decisions.
c) Some very nice set pieces (the biosphere in the ship and the tank battle)
d) Some great opponents (the 6 armed god anyone? What about the Zark that gives you a riddle before it zaps you?)
e) The fact that you could blow up the ship and that the builders of the ship were stupid enough to leave a self destruct activation mechanism in a random part of the ship, completely unguarded. I know this counts as a failure and that the book says that Cyrus's virus would be spread far and wide, but come on people, it happens IN SPACE. You know what the probability of hitting a bloody great asteroid the size of a house is in space? INFINTESIMAL, even in the asteroid field between Mars and Jupiter (Up yours, C3PO. Han obviously said 'Nver tell me the odds' because the odds were WRONG!) so a minute virus, surviving in the massive radiation of space and penetrating a planet's atmosphere or a spaceship's hull is never going to happen.
f) The conversations with the pilot. When I was a kid, I wished for a friend I could have those kind of conversations with.

After Space Assassin, the lethal phaser fights of Starship Traveller put me off, but I did like having a crew. I did like Rebel Planet for its mystery element and STar Strider for its dystopian, wacky world building.

I'll admit that I've not atually read Rings of Kether - it's the one FF book I've never read, despite having it for 12 years. I need to get onto that.

Statistics: Posted by Slloyd14 — Fri Jul 29, 2016 8:49 pm






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July 29, 2016 at 03:13PM

Advanced Fighting Fantasy 2 • Re: Magic weapons that improve with experience?

Advanced Fighting Fantasy 2 • Re: Magic weapons that improve with experience?

http://ift.tt/2afXsJ8

Several good ideas, here! It is kind of having a weapon familiar, istead of an animal familiar...

I'd also consider powers that work as one-off "charges", i.e. you spend experience to add to your weapon one "charge" of whatever spell or effect ("eldritch arrow", "flames at command"...) and when you spent the charge you have to recharge it. Of course these kind of charges should be cheaper and allow more customization, so you can adapt them to the kind of challenge that you expect (if I go for an Ocean adventure I'll load a charge of an effect that allows me to breath underwater, if I go for a jungle adventure I'll rather go for some king of aimal contro, etc.)

Statistics: Posted by Hullalla — Fri Jul 29, 2016 8:40 pm






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July 29, 2016 at 02:43PM

Advanced Fighting Fantasy 2 • Re: The Next AFF2e PDF?

Advanced Fighting Fantasy 2 • Re: The Next AFF2e PDF?

http://ift.tt/2a5PqFH

Are the pictures of the Siege of Caresepolis going to be fixed - I assume the orignial pictures were an error as they look like lots of black dots in a shape. Was that intentional? Or does no one kno what I'm talking about?

Statistics: Posted by Slloyd14 — Fri Jul 29, 2016 8:10 pm






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July 29, 2016 at 02:13PM

Gamebook Friday: Official Fighting Fantasy Colouring Books - YOU are the Colourist!

Gamebook Friday: Official Fighting Fantasy Colouring Books - YOU are the Colourist!

http://ift.tt/2aQ2LPk

Now available from Snowbooks, are the first four Official Fighting Fantasy Colouring Books!

The adult colouring book craze has been gaining momentum over recent months, but you have never seen a set of colouring books like these before.

A4 format, they feature the black and white line art from the FF gamebooks The Warlock of Firetop Mountain, The Forest of Doom, Deathtrap Dungeon and City of Thieves, by the fantasy art legends Russ Nicholson, Malcolm Barter and Iain McCaig. The Warlock of Firetop Mountain also features the cover art of Martin McKenna.

The books are available to buy from here in the UK, and from here in the US.











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July 29, 2016 at 11:29AM

Advanced Fighting Fantasy 2 • Magic weapons that improve with experience?

Advanced Fighting Fantasy 2 • Magic weapons that improve with experience?

http://ift.tt/2ai7fm9

Hello lovely people.

I was just writing a solo for Tunnels and Trolls where the hero goes on a quest to gain "magic weapon points" which they will then spend to make a customisable magic weapon. I then thought, why not create a magic weapon creation table for AFF2? So here it is: http://ift.tt/2ajXyRo

The idea is that the weapon can become more powerful if you spend XP and so it can gain several powers. The idea was to have something else to spend XP on.

This also is an extension of the magic itemsbased on their owners thread: http://ift.tt/2aj4OKa

If you are a fan of Tunnels and Trolls and want to see that thread, it is here: http://ift.tt/2aj3N4P

Statistics: Posted by Slloyd14 — Fri Jul 29, 2016 4:43 pm






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July 29, 2016 at 11:10AM

Choice of Games: Three New Hosted Games! The 3Games, Academy of Disaster, and Swamp Castle

Choice of Games: Three New Hosted Games! The 3Games, Academy of Disaster, and Swamp Castle

http://ift.tt/2afovEs

Hosted Games has three new games for you to play!

The 3Games by Ema L. Bícová & Anna Michalcová

The 3GamesImagine an independent city in space, where drugs are a source of superpowers and lethal reality shows a source of income. Team up with equally desperate citizens and fight for your life. How many will you save from an untimely death?

The 3Games is an interactive novel by Ema L. Bícová and Anna Michalcová where your choices control the story. It’s entirely text-based–200,000 words, without graphics or sound-effects–and fueled by the vast, unstoppable power of your imagination.

  • Join a deadly reality show to fulfill your dreams. Follow or surrender your secret agenda.
  • Take control of five characters diverse in gender, race and sexuality.
  • Form the best team you can and test mutual loyalty. Betray your teammates to create new alliances.
  • Enter a polyamorous relationship. Enjoy a night with no strings attached to take your mind off of tension.
  • Utilize your skills and superpowers to escape life threatening situations and get your enemies before they get you!
  • Save all five characters from death or sacrifice some in favor of another. Replay to see who lives under different choices!

Academy of Disaster by Maxine Janerka

Academy of DisasterTake the role of an amnesiac student and probe the mysteries of an isolated private school—one favored by the local crime families at that! Will you solve the murders of your classmates and make good on your family debts?

Academy of Disaster is an interactive novel by Maxine Janerka where your choices control the story. It’s entirely text-based–200,000 words, without graphics or sound-effects–and fueled by the vast, unstoppable power of your imagination.

  • Enjoy a tale of murder and conspiracy set in a secluded boarding school.
  • Choose how you investigate—are you a people person or a strategic thinker? There are many paths to a solution.
  • Solve the murder of your classmate, fall in with the mob, and dig through your family’s shadowy past.
  • Play as male or female, and enjoy a break from romance options.

Swamp Castle by Philip Kempton

Swamp CastleYou are a newly appointed Lord in charge of a small castle. Manage your castle’s finances, hire troops, resolve conflicts among the peasants, and bring order to the realm. Expand your power through war, diplomacy, or stealth. Whether you rise or fall is up to you in Swamp Castle.

Swamp Castle is an interactive novel by Philip Kempton where your choices control the story. It’s entirely text-based–102,000 words, without graphics or sound-effects–and fueled by the vast, unstoppable power of your imagination.

  • Manage the economy of your province by controlling the tax rates.
  • Decisions you make impact the story and your ability to rule your subjects.
  • Fight against raiders and even other Lords.
  • Choose between decisions that could help your subjects or give you additional power.

These authors developed their games using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.





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July 29, 2016 at 11:06AM

The Digital Antiquarian: Moving to California

The Digital Antiquarian: Moving to California

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The work week of May 1, 1989, started off much like any other inside the beleaguered latter-day Infocom. In the cavernous 18,000 square feet of their office space at 125 CambridgePark Drive — its sheer size was an ever-present reminder of more optimistic times, when Infocom had thought themselves poised to become the next Lotus — the shrunken staff of just 26 souls puttered through another Monday, pausing now and again to chat about the weekend just passed. The old days when CambridgePark would buzz during off-hours with parties and socializing and passionate programmers and testers burning the midnight oil were now a memory of the past. Changing life circumstances — the majority of the remaining staff were now married, many with small children — had done as much as the generalized malaise now afflicting the place to put an end to all that. CambridgePark now felt much like any other office, albeit a peculiarly empty one, and one over which hung an almost palpable sense of impending doom. Still, when the axe finally fell it came as a shock. It always does.

A memo went out early that week asking everyone to attend a meeting on Thursday, May 4, “to discuss the next generation of internal products.” More ominously, the memo said that the 3:00 P.M. meeting would “go as late as necessary.” And evidently management expected that to mean quite late, for they would be “ordering out for dinner.”

The axe fell over the course of that long afternoon and evening. Infocom would be “moving” to California, where it was to be reconstituted and re-imagined as a more closely coupled subsidiary of Mediagenic,1 under a “general manager” named Rob Sears. Just 11 of the 26 current employees were offered positions at this new version of Infocom. Exactly whose name was and wasn’t on that list of job offers is neither necessary nor appropriate to discuss here. Suffice to say that those Mediagenic decided were desirable to retain often weren’t the pivotal creative voices you might expect, and that only 5 of the 11 accepted the offer anyway. Only one long-serving employee from Infocom’s glory days would end up making the move: Duncan Blanchard, a longstanding interpreter programmer and the last leader of the old Micro Group before it was assimilated into the Systems Group in 1987. For the other old-timers, it was all over. Another six weeks or so to finish a few final projects and tidy up the place, and that would be that.

Bob Bates, working on his licensed Abyss game from suburban Maryland, had planned to fly up to Cambridge for one of his regular design meetings on Monday, May 8. But Infocom’s new Mediagenic-installed head Joe Ybarra called him early in the week of May 1, saying he really needed him to come up this same week if at all possible. When Bates arrived on Friday, May 5, to a curiously subdued CambridgePark, he was ushered immediately into Ybarra’s office. Infocom was moving to California without most of its current employees, Ybarra informed him, and his Abyss project was being cancelled. Nor would Infocom be requiring Bates’s services again; his development contract was officially terminated as of today. When a shell-shocked Bates returned home on the red eye that same rainy night, he found that his roof was leaking buckets. It had turned into that sort of week for everyone.

Steve Meretzky had been scheduled to attend the Computer Game Developers’ Conference that very weekend in Sunnyvale, California. He was still allowed to fly out on Infocom’s dime, but replaced the company’s name on his badge with “Make Me an Offer!” It was at this event that word of the fate of Infocom, which everyone knew had long been troubled but which still remained one of the most respected names in computer games, was first spread within the industry.

News of Infocom’s fate first reached the world at large via an announcement in the May 22, 1989, issue of the Boston Globe Magazine. The understated headline has become oddly iconic among fans: “Computer-Games Firm Moving to California.” A “new consumer preference for games with graphics and sound,” went the workmanlike report, was responsible for Infocom’s travails, along with Nintendo and “the aging of Infocom’s traditional audience, composed of early computer users who spent evenings and weekends hunched over a terminal drawing maps in text-only games that took 20 to 50 hours to solve.”

When word reached the trade press, Mediagenic held tightly to the story that this was simply a move, not a shutdown. Rob Sears made the counter-intuitive claim that Mediagenic was doing what they were “not so much to close Infocom down as to ensure it survives.” “The Great Underground Empire, curiously enough, has not been shut down,” insisted Joe Ybarra. “What’s happened is we’re in the process of relocating it to the West Coast.” At the same time, though, Yabarra did have to quietly admit that none of the Imps who had built the Great Underground Empire would remain a part of it. He could only offer some unconvincingly vague suggestions that some of the former Imps might “do projects” at some point as outside contractors. Certainly anyone wedded to the idea of Infocom as a maker first and foremost of text adventures was given little reason for hope.

You’ll probably see a shift in direction that’s commensurate with which way the market is headed. If you look at all the successful products, they’re graphics- and sound-intensive. Products as a whole are pushing more toward role-playing than toward our classic adventure game. I think we’ll be building more hybrids that share elements of all these different genres. In particular, one of the areas I find most exciting is getting into more interactive graphics, the idea of doing things that are object-oriented… a cross between Manhole and the HyperCard environment and our traditional object-oriented ZIL environment.

(In case Ybarra’s comments don’t make it clear, know that “object-oriented” was one of the sexiest buzzwords of the period, to be applied to anything and everything possible.)

The personnel inside CambridgePark continued to perform their duties in desultory fashion during those final weeks following the meeting that informed them of their fate. There was still plenty to do; Infocom had still not delivered finalized versions of their four most recent works of graphical interactive fiction for MS-DOS, the most important platform in the industry. Yet there was, understandably, little enthusiasm for doing it. Employees spent a lot of time picking out free games from the collection around the office, bidding on the office furniture and computers, and indulging their black humor via vehicles like a lunchtime “slideshow history of Infocom” entitled “Cornerstone through Tombstone.” And then the last day came, and the lights inside CambridgePark were extinguished forever — or at least until the next corporate tenant arrived.

By the point of that final closure, a considerable amount of back-channel sniping by the people of the former Infocom had begun toward Mediagenic. Not coincidentally, Mediagenic’s own take on recent events also became less sanguine. Sources from Infocom claimed that Mediagenic had pulled the plug just as the money spigots were about to open, just before the all-important MS-DOS versions of their graphical interactive fictions finally hit the market; as it was, these versions would all would be released by Mediagenic as un-promoted afterthoughts within weeks of the closure. Mediagenic, for whom Infocom’s slow progress on their MS-DOS interpreter had been a huge frustration and a significant factor in their decision to finally wash their hands of CambridgePark altogether, replied that “the consolidation might not have become necessary if the IBM SKUs could have been released initially.” Likewise, Joe Ybarra’s characterization of the fundamental failings of Infocom’s games grew more pointed: “We cannot continue, in the marketplace, living off products that take eight hours to play well and up to 200 hours to complete.”

The view of the decision of May 4, 1989, that prevails universally today, as representative of a definitive ending rather than a move or consolidation, was already taking hold. Mediagenic stopped giving even lip service to Infocom as an ongoing operation of its own in the spring of 1990, when Rob Sears left and the remaining handful of personnel who had worked under him were either let go or absorbed into the parent company. From now on, Infocom would be a mere label under which Mediagenic would release some of their more narrative-oriented games.

In the long run, the people who had made up the old Infocom would all be just fine. After all, they were one hell of an impressive group, with credentials and talents that made them eminently employable. For those stalwarts in positions of business or creative leadership, who had been forced to bear up under the ever more crushing burden of Infocom’s troubled finances since 1985, the final, sharply definitive ending to it all felt like something of a relief as soon as the shock and pain of the initial announcement had faded.

The majority of the old Infocom staff exited the games industry at the same time that they exited Infocom, never to return. The limited or nonexistent applicability of the skills of some of Infocom’s most essential employees to the games being made by other companies — like, for instance, those of editor, producer, and all-around unsung hero Jon Palace — says much about just how unique Infocom really was. For others, though, the decision to get out of games had more to do with their fatigue with such an eternally tormented and tormenting industry than it did with job opportunities or a lack thereof inside it. Put simply, there are easier ways to make a living than by making computer games, and masterful programmers like Tim Anderson, Dave Lebling, and Stu Galley reckoned they were ready for more ordinary jobs. They and many others like them went on to live happy lives, building good, enjoyable careers that needn’t consume them. But there were also some gluttons for punishment who hadn’t yet burnt out on games. Marc Blank, Steve Meretzky, Mike Berlyn, Brian Moriarty, Mike Dornbrook, and Bob Bates would all be stubborn and passionate enough to remain in the industry. We’ll thus be meeting at least some of them again in future articles.

Seen purely as a business proposition, Infocom had been a colossal, unadulterated failure. Whether as independent company or Mediagenic subsidiary, Infocom never enjoyed a single profitable year after 1983, and its final ledger shows it to be millions in the red over the course of its relatively brief lifetime. But very few of those who had worked there thought of Infocom as a failure in the aftermath of its death — not even those former employees whose jobs had entailed fretting about the endless cavalcade of quarterly and yearly losses.

For some former employees, including many who might have had little to no interest in the company’s actual products, Infocom remains forever in their memories just a really fun office to work in — indeed, the best they could ever imagine. Plenty of these people would be shocked to learn of the aura of awed respect and love that still surrounds the very name of Infocom in the minds of fans today; they never realized they were creating timeless games. Others, of course, including virtually everyone who played a major creative role in making the games, did realize, at least after the fact, that they had done something very special indeed. Some former employees accept the bad decisions and missed opportunities that so frustrate fans peaceably, as karma, fate, or just plain old learning experiences. Others, thankfully a minority, still curse the names of either or both Al Vezza and Bruce Davis, the two great villains of the story, and are intermittently tormented by thoughts of what might have been.

What might have been… it’s a fraught question, isn’t it? Yet it’s a question that we as humans, confronted with something as special and noble as Infocom that seems so self-evidently to have died too soon, can hardly resist asking. The historian in me knows to be very leery of setting off down that road. Still, just this once, coming as we are to the end of the most detailed story I’ve ever told on this blog, maybe we can indulge in a little bit of counter-factualizing.

It seems to me that the first and perhaps most important thing we need to do to come to grips with the might-have-beens that surround Infocom is to separate the company itself from the medium of the text adventure. Such a separation can be weirdly difficult to actually accomplish. Infocom didn’t create the text adventure, nor did the company’s end mark the medium’s end — far from it, as years of articles that are hopefully still to come right here on this site will underline — but the name of Infocom would always remain all but synonymous with the form. Jason Scott has told how, when he was making his Get Lamp documentary about the life and times of the text adventure, he was constantly asked by friends how his “Infocom movie” was coming. At a certain point, he just gave up on correcting them.

Given this close connection, it can be jarring to consider that few to none of the people working at Infocom, even among those who weren’t on Team Cornerstone, thought of their company as an exclusive maker of text adventures. The story of how Infocom first came to make text adventures almost accidentally — that of needing a product to bootstrap their operation, and pulling good old MIT Zork down off the shelf as the fastest way to make one — has of course been well-documented, here and in plenty of other places. But even after they had become identified as makers of the world’s most sophisticated text adventures, they were very reluctant to settle for that niche. A research project into cross-platform graphics was begun already in 1983, at the same time that they were running all those iconic “anti-graphics” advertisements; said advertisements were merely clever promotions, not the expression of an absolute corporate philosophy. In 1984, Mike Berlyn and Marc Blank poured considerable time and effort into another innovative research project that came to naught in the end, a multi-player MUD-like environment to be hosted by the online service CompuServe. The following year brought the multi-player computerized board game Fooblitzky, Infocom’s first graphical product and one of the oddest they ever released. In short, Infocom always had ambitions beyond the text adventure, but those ambitions were consistently crippled by the lack of money for game development that plagued the company beginning as early as 1983, when Cornerstone first began to suck all the oxygen out of the room.

The counter-factual scenario most likely to yield an Infocom that survives beyond the 1980s is, as fan wisdom has long attested, one in which they never start down the Cornerstone wormhole. Yet the same best-case scenario is also possessed of a trait that fans may be less eager to acknowledge: in it, the money not spent on Cornerstone isn’t spent on making ever more elaborate text adventures, but rather on embracing new genres, new paradigms of play. Infocom could quite likely have survived if they’d avoided Cornerstone and made smart business decisions, and the world of gaming would doubtless have been a better place for their tradition of literacy, thoughtfulness, and innovation. But unfortunately, those same smart business decisions would likely have to entail branching out from the text adventure early, and eventually moving on completely. Dave Lebling:

I think in terms of continuing to produce the kind of thing we had been producing — i.e., text adventures with lots of cool technology to make them more realistic, lots of plot value, etc. — we could have gone on forever. I’m less sure whether the market would have continued to buy those. We had big arguments about this even before the Mediagenic/Activision acquisition. If you’ve spent several thousand dollars for a computer with a color screen and a video card and you want to display lots of pretty pictures, are you going to settle for a text adventure?

In my opinion, that was sort of a minority taste, just like reading is somewhat of a minority taste. People would much rather look at pictures than read as a rule. There’s a subculture of people who love to read, who are passionate about reading, passionate about books, but it’s not the majority of the public. The same thing is true in computers. There are people who like pictures and action and so forth, and there are people who like reading. And again, they are a minority.

So, I don’t think Infocom could have continued to go on from strength to strength the way we seemed to have been doing initially; we would have plateaued out. I think we eventually would have had to branch out into other kinds of games ourselves. The advantage would have been that we would have decided what to do, rather than some other company.

For proof of Lebling’s assertions, we need only look to what happened in the broader computer-game industry of our own timeline during the mid- to late-1980s. In 1984, at the height of the bookware frenzy, at least a dozen publishers in the United States alone could lay claim to major initiatives in the realm of text adventures, a medium that, being in most people’s mind the ultimate anti-action game, seemed the perfect fit for post-Great Videogame Crash electronic entertainment. Every single one of those initiatives, excepting only the games Infocom released that year, disappointed to one degree or another. To imagine that a counter-factual Infocom — even one with the resources to improve their technology, to offer even bigger and better games than the ones we know, to include pictures and interface conveniences years before the Infocom of our own timeline — could have continued to buck the trend for very long seems a stretch. And indeed, many of Infocom’s financial travails, which began already in 1985 when a subtle but worrisome sales slowdown on the part of many of their games first became evident alongside the obvious disaster that was Cornerstone, had far more to do with the wider market for text adventures than it did with Cornerstone. Put another way: if their games business had continued to explode as it had in 1983 and 1984, Infocom could have weathered the storm of Cornerstone’s failure bruised but solvent. It was a perfect storm, a combination of their slackening games business and the fiasco that was Cornerstone, that cast them into Mediagenic’s arms in 1986.

So, to understand the reasons for Infocom’s collapse we need to ask why it was that the bookware boom, during which they were the shining example to be emulated by all those other publishers, so comprehensively failed to meet expectations. I think there are two reasons really, involving two D-words I tend to dwell on a lot around here: Demographics and Design.

Simply put, the games industry of the mid- to late-1980s wasn’t populated by enough readers to sustain a vibrant culture of commercial text adventures. The overwhelming computer-game demographic by 1985 was teenage boys, who have never been known as a terribly thoughtful group. The dominance enjoyed by text adventures during the earlier years of the decade owed much to the fact that computer gaming was a much more exclusive hobby during that period, enjoyed only by those with a restless bent of mind and the financial resources to invest thousands of dollars in an object as ultimately useless as an early microcomputer for the home. Mike Dornbrook and others involved with Infocom near the beginning have often mentioned their wonder at the sheer number of doctors and lawyers on their mailing lists. The demographics of gaming began to change with the arrival of the inexpensive Commodore 64 as a major market force in 1983. Within the next year or two, it remade the entire industry in its image — and most definitely not to the text adventure’s benefit.

At the same time that this demographic shift was underway, Infocom and the various bookware bandwagon jumpers were allowing themselves to become confused about the reasons for the text adventure’s ascendancy even among the relatively cerebral home-computer constituency of the early 1980s. Companies making text adventures in those early days can be divided into two groups: those like Sierra who were working in text because nothing else was practical at the time, and those like Infocom who saw the text adventure as a worthy new ludic and/or literary form unto itself. Sierra got away from text adventures just as soon as they could, and went on to become one of the biggest and most important game publishers of the 1990s. Infocom stuck with the form, and we know what happened to them. There is I think a lesson to be found therein. Infocom craved a sort of player who didn’t exist in the numbers they believed them to even in the early years, and who came to make up a smaller and smaller percentage of the gaming public has time went by. By 1987, some of Infocom’s experiments were aimed at a computer-game customer who was all but nonexistent: like a fan of New Yorker-style verbal wit in the case of Nord and Bert Couldn’t Make Head or Tail of It, or a romance-novel fan in the case of Plundered Hearts.

A tantalizing question must be whether a healthier Infocom could have created a market for such games among non-gaming, possibly non-computer-owning lovers of books and puzzles. Clearly their games did have appeal to some well outside of the typical computer-game demographic. Infocom during their halcyon days had enjoyed glowing write-ups in such places as the Boston Globe, the New York Times Review of Books, Discovery magazine, and even Rolling Stone. Still, the fact remained that their games threw up tremendous barriers to entry, beginning with the sheer cost of the equipment needed to run them and ending with the learning curve for interacting with them. While it’s tempting to imagine a world of interactive fiction existing entirely outside the rest of the games industry with its bash-and-crash take on existence — a world where literary sophisticates pick up a copy of the latest Infocom release from a kiosk in a trendy bookstore — it’s hard to imagine even a healthy Infocom creating such a milieu from scratch. It’s also doubtful, for that matter, whether most of their precious remaining base of customers really wanted to see them moving in that direction. The Infocom games that are most notable for their literary ambition, like A Mind Forever Voyaging and Trinity, were never among their biggest sellers. A substantial percentage of their customer base, as various Imps have wryly noted over the years, would have been quite happy if Infocom had churned out nothing but endless iterations on the original Zork. It was at least as much the Imps’ own creative restlessness as it was the need to serve the market that led them to dabble in so many different literary genres.

But what of those customers who were perfectly content with new iterations of Zork? Where did they disappear to as the years went by? After all, Infocom continued to indulge them with plenty of traditional games right up until the end, and plenty of other companies were equally willing to serve them. I think that it may be when we come to the Zorkian traditionalists that we especially have to consider that other D-word.

If you ask gaming old-timers about text adventures today, most will recall them as creaky, virtually unplayable things riddled with guess-the-verb issues and incomprehensible puzzles. And here’s the thing: such conventional wisdom really isn’t wrong. When I first began to write the history that this blog has become, I hoped I would be able to unearth a lot of hidden text-adventure gems from publishers other than Infocom to share with you. I did find some games that fit that description, but I also found that even the good games from other publishers stand as deviations from the norm of terrible design, sometimes fostered by an unusually dedicated development team, sometimes by the stars just seeming to align in the right way. It seems impossible to imagine that the bad design that was so endemic to the medium throughout the 1980s didn’t play a major role in turning many players away permanently. Infocom’s games were vastly better than those of their competitors, a fact which played a huge role in fostering the company’s small but legendarily loyal group of hardcore fans. Yet even Infocom’s games were hardly guaranteed to be completely free of design issues. Indeed, as Infocom’s personnel pool shrunk and the pressure from Mediagenic to release more games more quickly increased, design issues that they once seemed to have put behind them began to creep back into their games to a rather disconcerting degree. With almost all of the trade-magazine reviewers uninterested in really delving into issues of design, playability, and solubility, players had no real way of knowing which games they could trust and which they couldn’t. The graphic adventures that came to supersede text featured lots of terrible design choices in their own right, but they at least had the virtue of novelty, and that of serving as showcases for the graphics and sound of the latest home computers. (In the longer run, there’s a strong argument to be made that the graphic adventure would wind up shooting itself in the head via poor design by the end of the 1990s exactly as the text adventure had ten years before.)

But rather than unspooling further counter-factual speculations on how it all could have turned out differently, maybe we should ask ourselves another important question that’s less frequently discussed: that of whether an Infocom that survived and continued making text adventures of one sort or another would really have been the best thing for the still burgeoning art of interactive fiction. It’s hard not to remark the sense of creative exhaustion that imbues Infocom’s last gasp, their final four attempts at “graphical interactive fiction.” Much of that is doubtless down to the strain of their ever-worsening relationship with Bruce Davis and Mediagenic, and the long run of commercial disappointments that had prompted that strain. But is that all that was going on? Both Dave Lebling and Marc Blank have spoken of a sense of not really knowing what to do next with interactive fiction after having innovated so relentlessly for so long. Lebling:

I think the space of what can be done in text adventures has been well-explored by a variety of very creative people (by no means all of whom worked at Infocom). It would take, I fear, a qualitative leap in the development language or environment to expand that space. We never got very good at doing conversation, for example. There’s a long way to go before realistic conversations exist in games. We were okay but not spectacular at giving people more than one way to solve a problem. You need a more advanced input method to solve that one. People are just not that interested in typing to the game to simulate physical actions. A virtual-reality suit would solve that but they’re a long way off.

No one has yet solved the primary problem of adventure games, which is, what happens when the player doesn’t do what you expected? Once progress is made on that one, it might be fun to write an adventure game again.

And Blank:

To me, the problem was where it could go, whether we had reached some kind of practical limit in terms of writing a story that way. People used to always ask whether you could have a more powerful parser. Could you have a parser that understood different kinds of sentences? Questions, statements to other characters like “I’m hungry.” Better interaction than the very stilted kind of thing we did in the mysteries, or in Suspended where you could only say things like “go to this room” — where you’re basically just adding the name of a character and a comma at the beginning of a sentence, but everything else is the same.

The problem is that the more things you want to handle the more cases you have to handle, and it becomes very open-ended. You end up much more with the guess-the-word problem. If all of a sudden you can ask any question, but there are really only three questions that are important to the story, you’re either going to spend all this time coming up with answers that don’t mean anything or you’re going to have a lot of “I don’t know that,” which is frustrating. I always suspected it was a dead end. The nice thing about the command-oriented game is that you can come up with a pretty complete vocabulary and a pretty complete set of responses. As soon as it becomes more open-ended — if I can say, “I’m hungry” or “I like blue rubber balls” — how do you respond to that? It’s like Eliza. You get an answer, but it has nothing to do with what you asked, and at some point you realize it’s a fraud, that there’s no information there. What happens is that the worlds get bigger as you open up the vocabulary, but they get sparser. There’s less real information; it’s mostly noise just there to convince you of the world. I think that’s when it gets boring.

I worried about this a lot because people would always ask about the next step, the next thing we could do. It really wasn’t clear to me. Okay, you can make the writing better, and you can make puzzles that are more interesting. But as far as pushing toward a real interactive story — in a real story, you don’t just give everyone commands, right? — that was an issue. We worked on some of those issues for quite a while before we realized that we just weren’t getting anywhere. It was hard to know where to go with it, what was going to be the interesting part of it. Or were you turning it into a simulation, a world you can wander around in but not much happens? I always kind of hit a wall trying to move forward there.

So we said, okay, there are new [literary] genres. So then we had Amy doing Plundered Hearts, Jeff doing Nord and Bert, etc. We don’t know what the next step is technically, so instead we’re going to just kind of mess with the format. So we’ll do a satire and a pulp romance and a horror story. But there was a real issue of creative burnout. You’ve done all these things. Do you just keep doing them? Where does it go? Where does it lead? By the time Infocom closed down, I think it’s fair to say that it wasn’t obvious. I got the sense that some of the games were just an excuse to try something else: “I don’t know what to do, let’s try this.”

To some extent, Lebling and especially Blank fall victim here to their need, being technologists at heart, to always measure the progress of the medium of the text adventure in technological terms. No one declares the novel to be a dead form because the technology of printed text hasn’t advanced in hundreds of years. As many of my earlier articles attest, I see immense value in many of the literary experiments of Infocom’s later years that Blank is a bit too eager to dismiss.

I see evidence in Lebling and Blank’s comments of two creatively exhausted people rather than a creatively exhausted medium. I suspect that the group of people who made up Infocom, brilliant as they were, had taken the art of interactive fiction just about as far as they were personally able to by 1989. The innovations that would follow — and, contrary to both men’s statements above, they most definitely do exist — would largely come out of a very different culture, one free of the commercial pressures that had begun more and more to hamstring Infocom by the end. A work that is to be sold for $30 or more as a boxed computer game has to meet certain requirements, certain player expectations, that often worked at cross-purposes to the medium’s artistic evolution. Must a game require many hours to play? Must a game have puzzles? Can a game feel like a personal testament? Is an interactive-fiction game necessarily a game at all? To paraphrase that famous old Electronic Arts advertisement, can a work of interactive fiction make you cry? These were questions that Infocom — especially but not exclusively an Infocom under Mediagenic, laser-focused as the latter was on delivering conventional hit games — wasn’t in any position to further explore. The medium’s creative future would have to be left to the amateurs.

If we begin to see Infocom as, rather than a beautiful thing that was strangled far too soon, a beautiful thing that simply ran its course, we might just begin to upend the narrative of tragedy that surrounds the legendary company to this day. Among many fans of text adventures today, there’s still a marked tendency to look back on the heyday of Infocom and the commercial text adventure in general as the pivotal era in the medium’s history, a lost golden age that ended far too soon. That’s understandable on one level. This brief era marks the only period in history when it was realistically conceivable to make a living authoring text adventures, a career that plenty of hardcore fans would rate as their absolute first choice in careers out of all of them. We’ve thus seen the tragic version of the medium’s history repeated again and again for far longer than the alleged golden age actually lasted. Ironically, we tend to see it especially in those summations of interactive fiction and its history that try to reach beyond the insular community of present-day enthusiasts to serve as introductions for the uninitiated. Such articles almost always begin with Infocom, proceed to dwell at length on those glory days gone by, then mention the modern community — “but wait, interactive fiction isn’t dead!” — in a way that inevitably smacks of a lingering population of diehards. It seems rather a shabby way to frame the history of a living literary form, doesn’t it? Perhaps we can learn to do better.

In his 2007 PhD thesis on interactive fiction, Jeremy Douglass proposed recasting the commercial era as “an important anomaly, a brief big-business deviation from the otherwise constant association of the IF genre with individual authors each networked into a kind of literary salon culture.” This was what interactive fiction largely was before Infocom, and what it became again after them. Seeing the medium’s history in this way doesn’t mean minimizing the accomplishments of Infocom, whose 35-game canon deserves always to be regarded as the text adventure’s version of The Complete Works of William Shakespeare, the wellspring and constant source of inspiration for everything that followed. It does, however, mean recognizing that, in terms of great games that delight and amuse and tantalize and sometimes move their players, the text adventure was really just getting started even as Infocom died. Because this blog has long since begun to reach readers from well outside the interactive-fiction community from which it first sprang, I’m going to guess that some of you may have little experience with what came after Infocom. It’s for those readers among you especially that I plan to cover what came next with the same care I lavished on Infocom’s history. So, never fear. I plan to spend a lot more time praising the humble text adventure in the time to come, and I’m far from ready to bury it alongside Infocom.

(Sources: As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Some of it is also drawn from Jason’s “Infocom Cabinet” of vintage documents. Periodical sources include Computer Gaming World of September 1989; The Boston Globe Magazine of May 22 1989; Questbusters of July 1989; The Games Machine of October 1989, December 1989, and July 1990. See also Adventure Classic Gaming’s interview with Dave Lebling and Jeremy Douglass’s PhD thesis. And my huge thanks go out to Bob Bates, who granted me an extended interview about his work with Infocom.)


Comments
  1. Mediagenic was known as Activision until mid-1988. To avoid confusion, I just stick with the name “Mediagenic” in this article. 





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July 29, 2016 at 11:06AM