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	<title>memegarden &#187; IFComp2009</title>
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	<link>http://expr-i0.net/meme</link>
	<description>everything but the infernal machine</description>
	<lastBuildDate>Fri, 30 Oct 2009 16:08:52 +0000</lastBuildDate>
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		<title>IFComp 09: Gleaming the Cube</title>
		<link>http://expr-i0.net/meme/?p=41</link>
		<comments>http://expr-i0.net/meme/?p=41#comments</comments>
		<pubDate>Fri, 30 Oct 2009 16:08:52 +0000</pubDate>
		<dc:creator>jeremy</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[IFComp2009]]></category>

		<guid isPermaLink="false">http://expr-i0.net/meme/?p=41</guid>
		<description><![CDATA[I don&#8217;t know what to think about the fact that I just got this, more or less immediately. Gleaming the Cube (Kevin Jackson-Mead) isn&#8217;t a very good game, just a little bit of, well, not even wordplay, letter permutation? And it just made sense to me. But it&#8217;s not a good game.Not really much to [...]]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t know what to think about the fact that I just got this, more or less immediately. Gleaming the Cube (Kevin Jackson-Mead) isn&#8217;t a very good game, just a little bit of, well, not even wordplay, letter permutation? And it just made sense to me. But it&#8217;s not a good game.<span id="more-41"></span>Not really much to say here. Either you&#8217;ll like it or you won&#8217;t. It&#8217;s super short. My playing time: 3 minutes. My main complaint: before the last &#8216;puzzle&#8217;, it&#8217;s unclear that you&#8217;ve entered something valid, as the response is so different from what&#8217;s came before. I solved the next to last puzzle and didn&#8217;t realize it.</p>

<p>Anyway, sorry. I just don&#8217;t have much to say about this.</p>

<p><a href="http://ifdb.tads.org/viewgame?id=3b47btcwnfwkwe17">Gleaming the Cube</a></p>
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		<title>IFComp 09: Rover&#039;s Day Out</title>
		<link>http://expr-i0.net/meme/?p=39</link>
		<comments>http://expr-i0.net/meme/?p=39#comments</comments>
		<pubDate>Fri, 30 Oct 2009 16:08:09 +0000</pubDate>
		<dc:creator>jeremy</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[IFComp2009]]></category>

		<guid isPermaLink="false">http://expr-i0.net/meme/?p=39</guid>
		<description><![CDATA[I was skeptical, given the harmless title of Rover&#8217;s Day Out (Jack Welch and Ben Collins-Sussman), but this game ended up being pretty enjoyable. The premise is strong, the programming really solid. But&#8230;Rover&#8217;s Day Out suffers from game-on-rails-itis. The initial phases are unbelievably well-handled, as the player learns how to operate the ship via surrogate [...]]]></description>
			<content:encoded><![CDATA[<p>I was skeptical, given the harmless title of Rover&#8217;s Day Out (Jack Welch and Ben Collins-Sussman), but this game ended up being pretty enjoyable. The premise is strong, the programming really solid. But&#8230;<span id="more-39"></span>Rover&#8217;s Day Out suffers from game-on-rails-itis. The initial phases are unbelievably well-handled, as the player learns how to operate the ship via surrogate commands. Rover&#8217;s trips onto the planet surface and the manual manipulation of the virtual environment are expertly handled: the writing is super-solid, the programming was, as far as I could tell, flawless&#8230;</p>

<p>In short, everything works! It&#8217;s wonderful. Except that I really never had a chance to do anything other than the story written by the authors. For some reason, it didn&#8217;t work for me. Totally subjective. I guess after going to all the trouble to learn how the virtual environment works, I wanted to be able to have some degrees of freedom. Instead, I&#8217;m just on rails &#8212; whether I throw the ship off, whether I kill the robots, etc. we still get to the same ending. Some slight variations in the foliage on the way there, but ultimately the same destination.</p>

<p>Why this works in a Photopia, and not in Rover, beats me. It&#8217;s just how it is. This game will get good marks from me, and presumably from many others, but it missed the sweet spot for me.</p>

<p><a href="http://ifdb.tads.org/viewgame?id=jf5zkjj3jqfllwcn">Rover&#8217;s Day Out</a></p>
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		<title>IFComp 09: Spelunker&#039;s Quest</title>
		<link>http://expr-i0.net/meme/?p=35</link>
		<comments>http://expr-i0.net/meme/?p=35#comments</comments>
		<pubDate>Sat, 24 Oct 2009 21:50:45 +0000</pubDate>
		<dc:creator>jeremy</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[IFComp2009]]></category>

		<guid isPermaLink="false">http://expr-i0.net/meme/?p=35</guid>
		<description><![CDATA[I started Spelunker&#8217;s Quest (Tom Murrin) more or less hating. It&#8217;s a Zork/Adventure-styled cavern crawl with an unsophisticated premise, uninspiring writing and kind of half-assed implementation.&#8220;You see nothing special about Spelunker&#8217;s Quest!&#8221;. Lots of description, but entirely unimplemented objects. Who cares if there&#8217;s a sofa with 3 cushions if I can neither sit on it, [...]]]></description>
			<content:encoded><![CDATA[<p>I started Spelunker&#8217;s Quest (Tom Murrin) more or less hating. It&#8217;s a Zork/Adventure-styled cavern crawl with an unsophisticated premise, uninspiring writing and kind of half-assed implementation.<span id="more-35"></span>&#8220;You see nothing special about Spelunker&#8217;s Quest!&#8221;. Lots of description, but entirely unimplemented objects. Who cares if there&#8217;s a sofa with 3 cushions if I can neither sit on it, build a fort out of the cushions or even examine it? Oh, wait, I <em>can</em> search it (and find something). Well, I guess that&#8217;s something. The author could have done the player a favor by using the two levels of &#8216;examine&#8217; and &#8217;search&#8217; to imply that there might be something more to an object than &#8216;nothing special&#8217;. Also, and this is just a bad-mooded nitpick, sofa is great, but synonyms are nice, too. &#8220;Couch&#8221;?</p>

<p>Interactive fiction is lively more or less only when the world appears even somehow plausible, if objects and environment can be manipulated for the sheer do-ability of it. If there&#8217;s a chair, let me sit in it! If there&#8217;s a torch, let me hold it (I understand, in retrospect, why the torch couldn&#8217;t be held, for the sake of the central puzzle, but arbitrary limitations like that annoy me). SQ features a spare environment, full of objects that are more or less off-limits. To its credit, the most annoying objects that aren&#8217;t manipulatable (see above, torch) have something to do with the puzzle landscape of the work, and I&#8217;ll give it some credit for that.</p>

<p>I managed to get through this game in about 20 minutes with the non-complete score (I have to admit, I appreciated the ridiculous implausibility of the last 8 points, since it completely affirms what I wrote in the previous paragraph &#8212; if you can arbitrarily interact with the environment, then hide stuff where most players are unlikely to look, as long as those things are unnecessary to the completion of the game), but I needed a partial hint on the final puzzle (once I found the object, I figured out how to use it without further help, although I misunderstood what it was for at first).</p>

<p>So, this game is not great, has 0 replay value, doesn&#8217;t really inspire with its puzzle design or writing. As a quick, escape-from-a-cave lunchtime diversion, it probably does its thing, but I generally am looking for something with a bit more oomph, either in the story, puzzle, atmosphere or writing department.</p>

<p>Finally, the use of &#8216;!&#8217; when announcing that you&#8217;ve found something gets old kind of fast. Ecstatic announcements aren&#8217;t really necessary. Grump grump.</p>

<p><a href="http://ifdb.tads.org/viewgame?id=30yy88x5vzbg9c6d">Spelunker&#8217;s Quest</a></p>
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		<title>IFComp 09: Byzantine Perspective</title>
		<link>http://expr-i0.net/meme/?p=33</link>
		<comments>http://expr-i0.net/meme/?p=33#comments</comments>
		<pubDate>Tue, 06 Oct 2009 16:35:56 +0000</pubDate>
		<dc:creator>jeremy</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[IFComp2009]]></category>

		<guid isPermaLink="false">http://expr-i0.net/meme/?p=33</guid>
		<description><![CDATA[It&#8217;s a one-trick pony, but it&#8217;s a pretty good trick.I figured out what was going on almost immediately, after flailing around for a few turns and bumping into some invisible walls &#8212; consulting the map (as suggested by the game author) and comparing it to my movement possibilities cleared most of it up, and a [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s a one-trick pony, but it&#8217;s a pretty good trick.<span id="more-33"></span>I figured out what was going on almost immediately, after flailing around for a few turns and bumping into some invisible walls &#8212; consulting the map (as suggested by the game author) and comparing it to my movement possibilities cleared most of it up, and a well-placed aside in the description of the goggles got me the rest of the way.</p>

<p>I&#8217;m embarassed to say that I didn&#8217;t figure out the central puzzle without looking at the walkthrough. I blame myself though &#8211; I was doing too many things at the same time.</p>

<p>There&#8217;s really not too much else to say about this one. It&#8217;s reasonably well-written, reasonably well-implemented. It&#8217;s a single-puzzle game, finishable in about 3 minutes, once you&#8217;ve oriented yourself. In the world of &#8216;casual gaming&#8217;, it rates as a great lunchtime distraction. As anything more than that, well, why does it need to be more than that?</p>

<p>If you don&#8217;t like puzzles, or only like hard puzzles, or require story or motivation or plausibility or anything like that, seek your fortune elsewhere. If you&#8217;re looking for a cute bit of text-game fun, load it on up.</p>

<p><a href="http://ifdb.tads.org/viewgame?id=ay0yfjdivax1m40e">Byzantine Perpective</a></p>
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		<title>IFComp 09: Earl Grey</title>
		<link>http://expr-i0.net/meme/?p=27</link>
		<comments>http://expr-i0.net/meme/?p=27#comments</comments>
		<pubDate>Tue, 06 Oct 2009 08:41:58 +0000</pubDate>
		<dc:creator>jeremy</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[IFComp2009]]></category>

		<guid isPermaLink="false">http://expr-i0.net/meme/?p=27</guid>
		<description><![CDATA[Earl Gray (Rob Dubbin and Adam Parrish), how I want to love thee! Unfortunately, despite its excellent premise and careful implementation, I couldn&#8217;t get past its (positively spinned) difficulty or (negatively spinned) obliqueness to feel like I wanted to finish. More below the fold.

The premise of the game is that you can manipulate your environment [...]]]></description>
			<content:encoded><![CDATA[<p>Earl Gray (Rob Dubbin and Adam Parrish), how I want to love thee! Unfortunately, despite its excellent premise and careful implementation, I couldn&#8217;t get past its (positively spinned) difficulty or (negatively spinned) obliqueness to feel like I wanted to finish. More below the fold.</p>

<p><span id="more-27"></span>The premise of the game is that you can manipulate your environment by means of a magical &#8216;runebag&#8217;, which permits you to &#8216;knock&#8217; letters out of word or &#8216;cast&#8217; them into others. For instance: &#8220;knock brain&#8221; might turn a heavy &#8216;brain&#8217; into heavy &#8216;rain&#8217;, or maybe just heavy &#8216;bran&#8217;, and &#8220;cast p into pro&#8221; might turn a &#8216;pro tennis player&#8217; into a &#8216;prop tennis player&#8217;. You get the idea.</p>

<p>So far, so good. It&#8217;s a good premise for a puzzle game. However, the more I played, the more I could imagine the authors wracking their rains, er, brains, in order to come up with logical, grammatical puzzles that made any sense whatsoever. And not necessarily succeeding. The situations suffer a bit from a sort of arbitrary surrealism, and offer no particular motivation to solve the puzzles, other than curiosity about what might come next. In several places, you might not even realize there&#8217;s a puzzle, except that you&#8217;re stopped by an invisible force until you&#8217;ve solved whatever the authors think you should be solving.</p>

<p>Along the way, you&#8217;re offered a number of hints as to what you could be doing, via the numerous figures you&#8217;ll encounter as you move from space to space in the game. Mostly, though, you just have to keep &#8216;talk&#8217;ing to them until they run out of stuff to say. Which is kind of boring and not particularly satisfying. I&#8217;d prefer to assemble the outline of the puzzle at hand from hints in the environment, rather than be vaguely spoon-fed insinuations of potential directions to act in.</p>

<p>But therein lies another problem. Once you get finished with the initial levels, you enter a level featuring a) difficult puzzles &#8212; ok, &#8217;sea ions&#8217; into &#8217;sea lions&#8217; wasn&#8217;t rocket science, but &#8216;crown&#8217; to &#8216;crow&#8217; to &#8216;cow&#8217; isn&#8217;t at all obvious from the context, with b) a turn-based time limit, after which your poor sea ions, er lions, have drowned and you&#8217;re informed by the (very good, +1 for this) lower pane &#8216;interior monologue&#8217; that you probably should have saved the poor things.</p>

<p>At that point, I consulted the walkthrough, realized the &#8220;error&#8221; of my ways, and saw how difficult the end of the game is, given the timing constraints and realized that, lacking some insider knowledge of how the world should appear at the end, with little guidance, there was no chance in hell I was going to complete this game without simply typing in the walkthrough, so I stopped.</p>

<p>Plusses: the game is well implemented, I couldn&#8217;t discover too many unimplemented objects (although there are plenty of potentially &#8216;knockable&#8217; and &#8216;castable&#8217; objects which remain immune to my runebag&#8217;s powers). The writing is pretty good, and I particularly appreciated the &#8216;interior monologue&#8217; pane, which, although sometimes a bit too drollish, offered a nice running commentary of what I was doing.</p>

<p>Earl Grey is not bad, it&#8217;s just too hard, without enough effort put into guiding the dear reader through what appears to be an open, exploratory game, but is, in fact, a very strict puzzle with a fairly unique, abitrary solution.</p>

<p><a href="http://ifdb.tads.org/viewgame?id=wznex7prhy59rg">Earl Grey</a></p>
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		</item>
		<item>
		<title>Interactive Fiction Competition 2009</title>
		<link>http://expr-i0.net/meme/?p=12</link>
		<comments>http://expr-i0.net/meme/?p=12#comments</comments>
		<pubDate>Mon, 05 Oct 2009 09:50:36 +0000</pubDate>
		<dc:creator>jeremy</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[IFComp2009]]></category>

		<guid isPermaLink="false">http://expr-i0.net/meme/?p=12</guid>
		<description><![CDATA[In an attempt to channel my interest in interactive fiction into something potentially useful to others, I&#8217;ll be reviewing several entries for the Interactive Fiction Competition 2009 and posting short reviews/impressions here. I&#8217;ve already started on a few of them, so watch this space.
]]></description>
			<content:encoded><![CDATA[<p>In an attempt to channel my interest in interactive fiction into something potentially useful to others, I&#8217;ll be reviewing several entries for the <a href="http://www.ifcomp.org/">Interactive Fiction Competition 2009</a> and posting short reviews/impressions here. I&#8217;ve already started on a few of them, so watch this space.</p>
]]></content:encoded>
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