Reviews:
Subject Escape Final:
The game starts off fairly strong, giving the player an immediate sense of the situation and location, as well as presenting an obvious next step to get things rolling. Your descriptions were vivid, creating an engaging story that elicits a definite emotional response from the player. I experienced some technical issues about half way through the game though. After I had procured the flash drive and the note, I was unable to escape from the hallway. The room description said that the escape door was to the south, but upon looking or walking to the south, I was told that I couldn’t go that way. I found myself stuck without any clue as to where to proceed. The narrative was kind of weak as well; your descriptions were vivid enough, but I found myself wondering what the point was, short of gross-out shock value. Also, you may want to re-consider your use of the F-word in your story. IF is about story and narrative, and when I see wording like that, it’s a little like throwing a dozen animated GIFs into a slickly-produced flash website; it totally destroys the experience, making it seem like cheap entertainment instead of a carefully crafted player experience.
Who Done It:
First off, I am impressed at the degree of detail you’ve put into this IF. Around a dozen NPCs, many objects, and a whole house worth of rooms makes for a rich experience for the player. I liked how you set up the conversation system, so that it is clear what the player can and can’t say. The descriptions are concise and complete, telling the player exactly what they need to know. The world model seems very real, and the objects and characters are believable. I think the thing I had the most problem with was the sheer magnitude of your IF. You start playing, and quickly realize that you are going to have to question every NPC and examine every object in order to come to any conclusion. As it would be in real life, some conversations with characters result in little to no information, while others may give you a valuable lead. The problem is, you practically need a notebook to keep track of how everyone is related to each other and what they said when you talked to them. And, if I hadn’t of had the advantage of finding out about this in class, I would have never known that you (the player) was carrying a magnifying glass, black light and fingerprint scanner. I tried using them on a few objects, but I couldn’t figure out the exact wording to make most of them work. After about 10 minutes of playing, I was feeling incredibly overwhelmed by the sheer volume of information to keep track of.
The House:
This is the only one I managed to win. Granted, Ellen has been working on this for quite a while, but I thought it presented a concise player experience. I liked that all the objects were relevant to the story and had clear uses. The buffalo was an entertaining NPC that felt surprisingly friendly, and he served the information you needed in a very natural conversational way. There isn’t much to critique here; I found little in way of misunderstood commands and objects without descriptions. The story seemed very linear, but this may be because I inadvertently made my way straight to the quarry and immediately got trapped therein, forcing me to complete the game successfully without further exploration of the world. About the only thing that felt a little hokey was the whole “touch the jellyfish and magically be able to breathe under water”, but this is a minor issue. The swimming mechanics worked perfectly, and I really like the overall flow of the game.
Observatorium:
Well, this certainly was an interesting experience. I enjoyed coding with Inform7 overall, and I think it is quite a bit easier than Javascript (although the logical structure of Javascript makes it easier at times to code more complex interactions). Developing a game that is 100% artwork free took some adjusting, since nothing can be taken for granted. If an object isn’t described, it isn’t there. It was hard at times to be able to take what I was imagining and translate it into Interactive Fiction because I occasionally took for granted that the player can’t read my thoughts and imagination. I had to be very careful to remember to make sure the text in the story was describing everything I was thinking. The development process was pretty easy as far as coming up with ideas and planning out the puzzles. I like that Inform7 forces you to focus more on your narrative and make careful decisions as to if a certain item or room will be cohesive with the rest of the world model. Useless objects can become distracting to the player, whereas in a typical FPS, items with no benefit simply serve to enhance the game world. My coding to make a working elevator turned out flawless, and I was very happy with some of the more complex thing-NPC interactions (being conditional on location and such). I managed to build a working machine that had to be set correctly to unlock a door, and I somehow created an NPC that can be carried around in the player’s inventory. In playing back through my game once I had turned it in, though, I began to see some errors and rough spots I had missed before. A few of the descriptions weren’t working the way I wanted, and there ended up being a couple of objects serving no narrative purpose. Originally, I was going to have the sparkly pajamas serve as a major prop to solve one of the puzzles, but due to time constraints and coding issues, I ended up cutting it, leaving the pajamas as a comic prop. The worst error I made was that a certain description didn’t show up when it should have; this would have given the player a clear indication of the next step of the puzzle, allowing the win state to be reached without innumerable guesses at a solution. Sadly, I couldn’t get it to appear in the game, so the solution to the final puzzle is largely guesswork. There are a few other minor details that I would have liked to tweak (getting the window to respond properly to actions applied to it or giving the Gnome more interaction options), but overall I am pleased with how it turned out.