Michael Hilborn

Michael Hilborn

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IF Review: Rogue of the Multiverse by C.E.J. Pacian

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Author’s note: This article originally appeared on July 13, 2011, in The Portal, an online magazine of Science Fiction and Fantasy literary reviews.

Rogue of the MultiverseC.E.J. Pacian’sRogue of the Multiverse“, a delightful blend of comedy and science-fiction, demonstrates how good writing, endearing characters, and the incorporation of various game genres can help a title overcome what the IF community might normally consider flaws in implementation. Despite fairly linear gameplay and some outright bugs, “Rogue of the Multiverse” took third place in the 2010 Interactive Fiction Competition, and was subsequently nominated for several XYZZY Awards, including Best Game, Best NPCs, Best Use of Innovation, and Best Individual NPC, the last of which the game won.

You assume the role of an inmate within an offworld prison. Surrounded by unfriendly aliens who appear to have a distinct dislike, yet healthy appetite, for humans, your predicament deteriorates when a routine computer scan congratulates you on being selected for scientific experimentation. Under the careful observation of the reptilian Doctor Sliss, you are to be matter-transmitted to a variety of less-than-hospitable worlds where your mission is to quickly bag-and-tag valuable salvage. As might be expected in a game set within a prison, this new role as Doctor  Sliss’s ‘assistant’ ultimately provides an opportunity to escape.

Although you take the guise of the protagonist, the true heroine of this story is your antagonist, Doctor Sliss. It is not difficult to see why this character earned the game its XYZZY award: It is her wonderfully comic and spirited personality, not that of the player, that suffuses the game; it is mostly her motivations and ambitions, not those of the player, that drive the story forward. In many ways, she is the GLaDOS of this particular facility.

And where GLaDOS had her test chambers, Sliss has her offworld missions. These are a series of Rogue-like expeditions where your goal is to wander through a grid of a randomly-generated terrain collecting a series of randomly-generated objects while avoiding (or hunting) some randomly-generated monsters. If this sounds monotonous, it is, which is a shame, for the game’s title implies that perhaps these chapters were originally the heart of the story. Certainly, a great deal of care and programming went into this multiverse, and its inclusion in the game is at first interesting, but it doesn’t take long to discover that there isn’t much to explore here. Landscapes are minimally described, as are the objects for which you hunt, and you can do little with these objects other than tag or examine them. A few monsters lurk about, some even attack you, but their presence tends to be more than a nuisance than a challenge.

A nuisance rather than a challenge best describes the missions as a whole. This might have been alleviated if there had been a secondary goal to them–say, to tag objects that could directly be used to thwart Doctor Sliss or attempt your escape. Instead, the sole purpose of the missions is to trade in the tagged salvage for money. Granted, you can take advantage of these new funds to purchase items necessary to further the story, but the whole affair feels like the text adventure equivalent of a standard computer role-playing grind. Finally, the procedurally generated content resulted in at least two bugs that I encountered: A sauropod, munching on treetops in on an otherwise treeless mountain summit, cannot be examined or tagged; and there is a condor that swoops into an area, only to disappear from the game a turn later without explanation.

Nevertheless, the missions represent the most amount of interactivity and freedom you will have while playing the game. A majority of the other scenes require either (1) typing in a command suggested by someone within the game, or (2) repeating a single action over and over again. For example, to move the beginning of the story forward, you must literally move forward repeatedly, lest you face certain doom from your inmates or other hazards within the prison. It could be argued that this inability to interact is reflective of the confines of imprisonment, but if so, then I would have expected to have more freedom in my actions outside of the prison; this does not turn out to be the case. Instead, with the exception of one act, we are relentlessly pressed onward as if caught in a textual cinematic.

Despite these shortcomings, “Rogue of the Multiverse” remains a fun, entertaining experience, primarily due to the sharp, comedic wit found throughout the game. Again, a majority of this theater stems from the antics of the award-winning Doctor Sliss, but even the other, minor NPCs have distinct personalities, and contribute to the overall comic escapades (and the author isn’t afraid to sink to a little toilet humor, literally). Furthermore, Pacian’s tight prose in both descriptions and dialogue deftly conveys your predicament: You are an alien on an alien world, and there’s trouble afoot. Add to this a variety of game styles–including the aforementioned missions, an action sequence, the Sims-like ability to decorate your prison cell with in-game goods, and some sly character generation reminiscent of the Ultima IV personality test–and “Rogue of the Multiverse” deserves its placement in the Interactive Fiction Competition.

IF Review: Aotearoa by Matt Wigdahl

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Author’s note: This article originally appeared on March 4, 2011, in The Portal, an online magazine of Science Fiction and Fantasy literary reviews.

AotearoaThe winners of the XYZZY awards, the Interactive Fiction community’s answer to the Grammys and Oscars, have been announced. A plethora of science fiction and fantasy titles are among the award recipients, chief among them Matt Wigdahl‘s “Aotearoa“, a speculative fiction piece which also won the Interactive Fiction Competition last year. “Aotearoa” swept the awards, winning in no less than seven of the thirteen categories, including Best Game, Best Setting, Best Puzzles, Best NPCs, Best Individual Puzzle, Best Implementation, and Best Use of Innovation. Clearly, the game has a lot going for it, especially for a work of short IF, though its length teeters on the edge of our definition: It will take average players two hours to complete this game, if not a little more.

“Aotearoa” follows the adventurers of 12-year-old Tim Cooper, a denizen of an alternate Earth where the microcontinent of Zealandia did not sink beneath the ocean. Instead of the New Zealand we know today, the landmass of Aotearoa formed, harboring climate and geographical elements that permitted a few species of dinosaurs to survive the K-T extinction. In the modern era, when we meet Tim, man and beast coincide on the island in relative harmony through the efforts of the joint British/Māori government’s effective conservancy policies. Tim has been selected by the Aotearoa Conservation Service to participate in their Junior Fieldwork Program. While en route to join up with others, Tim and his Māori guide, Eruera, find themselves in the sights of profiteers who, in the tradition of ivory hunters, wish to poach the dinosaurs. The poacher’s destroy Tim’s boat, leaving him and an injured Eruera stranded on a remote beach. It’s up to the player to guide Tim as he seeks to return to civilization.

It’s evident that a great deal of thought and research went into crafting the game’s alternate history. In addition to the information that the player learns within the game itself, Wigdahl includes a number of appendices containing geographical and historical information about our own New Zealand and its “Aotearoa” counterpart. However, it’s not the information alone that earned the game its Best Setting award; it’s the way the setting is realistically brought to life. Wigdahl takes full advantage of his alternate time line, bringing species other than the dinosaurs back from extinction, and creating at least one species that conceivably might-have-been. And it’s the behavior of these imaginative creations that cements us in this new reality and earned the game its Best NPCs award. Showmanship, mating dances, and mimicry abound–in essence, these animals act like we might expect them to act were we to discover them in our own world. These interactions also serve as the key elements to solving many of the game’s puzzles.

As with the physical setting, Wigdahl takes as much care to implement the cultural and spiritual background of the island. Like the New Zealand of our world, Aotearoa is populated by the Polynesian ancestors of the tribal Māori, and thus their heritage suffuses both island and game. The introduction opens with a dream about Māui, the Māori trickster, bringing the island into existence; Eruera, his speech studded with Māori words, assists the player with additional tales; and finally, a glossary of the Māori language is included among the appendices.

Wigdahl’s weaving of these settings, both physical and spiritual, into Tim’s personal journey makes this a solid piece of character-oriented fiction. We first meet Tim as a timid boy, certainly excited to have an opportunity to see dinosaurs, yet feeling alone and afraid in foreign surroundings. He’s not unfamiliar with being alone and afraid–we soon discover he’s an orphan, his parents the victim of a horrible accident. Although Tim’s tragic history doesn’t necessarily serve as the obstacle he must overcome, his lack of family suggests he’s more alone than many people, and establishes his need to connect with someone. It turns out this someone is the human, animal, and spiritual inhabitants of the island with whom Tim collaborates to outwit the poachers.

The bond between a white male and non-white, indigenous natives inevitably brings up comparisons to the ‘White Messiah’ fable, wherein a white man finds spiritual fulfillment among a ‘race’ typically oppressed by white men. This oppression is usually sustained by superior technology, though the ‘natives ‘seem to have a superior sense of how all beings and their surroundings interrelate (another familiar trope, that of the ‘Noble Savage‘). Embraced by the ‘natives’ and exiled by his own kin, the protagonist leads his new brotherhood to victory against his oppressive family. It’s a popular, if controversial staple of science fiction and fantasy. Avatar, Dune, even portions of The Wheel of Time, herald the exploits of the ‘White Messiah.’

To be certain there is a dash of the ‘White Messiah’ fable within “Aotearoa”, enough to warrant comment from several reviewers, one of whom actually downgraded her rating of the game because it shares some elements of the trope. But unlike Avatar and Dune, the ‘White Messiah’ fable isn’t the point of “Aotearoa”, and many crucial elements of the fable are missing: It’s evident that the island and the inhabitants can and will survive without Tim (the poachers are a mere inconvenience, at best), Tim hasn’t been exiled by anyone, and he isn’t on his way to becoming the Māui’s leader. Tim is simply a 12-year-old boy who happens to stumble into an adventure that many 12-year-old boys would appreciate: A chance to explore a fantastical island inhabited by dinosaurs.

Follow the Bouncing Web Instructor

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Follow the bouncing web instructor“Those who can, do; those who can’t, teach.”

Let me modify George Bernard Shaw‘s famous quip1: “Those who can, do; those who can, but unfortunately can’t because they’re spending most of their working hours managing and meeting with others, teach.”

Well, that’s how I sometimes think about it. Maybe I’m being cynical, but here’s the story:

Despite having over a decade of experience in web site development, I felt my days of being a manager were slowly bleeding me dry of my expertise. Granted, I was learning an entirely new skill set, one that many deftly describe as “herding cats”, but in the meantime I was falling behind the times when it came to technological trends. Finally,  I decided to put a stop to it, and volunteered to assist Professor David Heitmeyer in teaching his class, the “Fundamentals of Web Site Development”. I figured it would force myself to keep myself up-to-date, and I was right.

Two years later, I continue to teach when I can, for it keeps my knowledge fresh, my curiosity satiated. I often wish I had time to teach more subjects 2 simply because I would learn so much more. Alas, there are only 24 hours in a day, one-third of which I sleep through.

This semester, I’ve decided to try something different: I’m sharing my teaching experience online. If you go to the “Teaching” pages within my site, you can follow my instructional exploits. Every week, I’ll post a small summary of what I taught in my class, and I’ll attach the slide decks I’m creating for my students.

  1. Or it might have been H. L. Mencken, depending on who you ask.
  2. A co-worker and I are thinking of putting together a JavaScript class–because we’re convinced we can ignore the need to sleep for several months.

IF Review: The Warbler’s Nest by Jason McIntosh

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

The Warbler's Nest“The Warbler’s Nest” is Jason McIntosh’s entry to the 2010 Interactive Fiction Competition. The game tied for ninth place in the competition, which surprised me, since I felt it was a better piece than several submitted works (at least, the works that I played) which finished ahead of it. Categorized as ‘horror’ and headlined as ‘a dark fairy tale’, the game is difficult to describe as either. To be certain, there are dark elements to the story, and although this tale revolves around an old mythos, the tale itself is far more about reality than about the paranormal. I’m almost inclined to describe “The Warbler’s Nest” as a piece of historical fiction, for the plot centers on the choice that a woman of long, long ago might have to make without having the knowledge that we do today.

The protagonist begins the game in a bed of riverside reeds, not far from her home. Within a few rounds of exploration, it’s clear that something is amiss within her house, something very dreadful indeed, and it’s the player’s task to rectify what’s gone wrong. As is common with IF, the player uncovers how to accomplish this by exploring her surroundings. Brief and frequent flashbacks serve up the backstory, though it’s up to the player to fill in the details. What exactly happened is never said outright, but there are enough hints to spell out the story. More importantly, the backstory firmly forms a foundation for the protagonist’s plight.

What separates this game from other IF is atmosphere, which is conveyed with crisp, tight prose. The despair and uncertainty experienced by the protagonist pervades this story. Are the mushroom rings in your yard an indication of fairy magic, or are they simply a product of nature? At one point in the game, one of two objects that you have dutifully hunted down literally collapses in your hand. Later, a critical decision which would normally be made based on the outcome of possessing both objects must now be made with just the one. Is the one object enough to make a ‘correct’ decision? Only the player can judge.

The game revolves around the Western European mythos of the changeling, a creature of folklore—typically an elf, fairy, troll—that has been secretly swapped with a human child. Physically identical to the child, a changeling can only be identified by aberrant behavior or features, many of which we in the modern day now associate with well-known diseases or disorders. The possibility that this dark magic might be afoot fuels the player’s despair and uncertainty, and it all nicely accumulate in the player’s final, possibly heartrending, decision of the game.

If you haven’t experienced IF, then this game is a great place to start. It has all the elements of good IF scaled into a tidy package. The game world is small, the puzzles intuitive, and its vocabulary relies primarily on a standard set of actions common throughout IF. The prose is tight, elegantly written, and effectively incorporates the changeling mythology and its potentially dark consequences into the player’s endgame. This game demonstrates how IF can bring legends and character to life not only on the printed page, but within the player as well.

A Brief Introduction to Short-Form Interactive Fiction

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

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

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

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

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

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

Playing IF

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

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

Short-Form IF

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

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

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

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