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Planet Interactive Fiction

Saturday, 05. July 2025

Renga in Blue

The Dark Crystal: Evil Triumphs Over All

(Continued from my previous posts on The Dark Crystal.) To continue directly from last time, I had unearthed a spiral but with some confusion as to what to do with it. One of my readers (RavenWorks) suggested GAZE off my verb list, referencing the odd reaction where Jen was refusing to look at it closely. […]

(Continued from my previous posts on The Dark Crystal.)

To continue directly from last time, I had unearthed a spiral but with some confusion as to what to do with it.

One of my readers (RavenWorks) suggested GAZE off my verb list, referencing the odd reaction where Jen was refusing to look at it closely.

This was easy to miss, and someone who later is trying to solve the riddle “legit” (by thinking what normal word might be an answer) would get incredibly frustrated.

From here I got stuck for a very long time and I ended up breaking my streak on Roberta Williams games: I looked up a hint. (I beat Mystery House, Mission: Asteroid, and Time Zone without needing any. Alas.) It turned out that back where the lily pad could be cut (we’ll use that shortly) there is another secret.

I had tried GET FLOWER and got the same response I had gotten in some other locations that mention flowers, namely:

JEN PICKS A FLOWER AND SAVORS ITS LOVELY FRAGRANCE. NOTICING NOTHING ELSE REMARKABLE ABOUT IT, HE DROPS IT.

I was still slightly suspicious of the flowers, but I had treated “chattering” as a mere metaphor (like a “babbling” brook) which I should have done TALK FLOWERS.

To be fair, just to the west there is a scene with “THE CHATTERING OF FLOWERS AND CALLING OF CREATURES IS ALMOST DEAFENING”. LISTEN FLOWERS also gives the message (in both rooms) “WITH THEM ALL TALKING AT ONCE, HE CAN’T UNDERSTAND WHAT THEY ARE SAYING.” I guess it’s a “fair” puzzle but it was a very strange one (in terms of narrative momentum) to be stuck for several hours on.

Taking the advice to listen to the brook:

This is just directions. Normally going EAST and then EAST again has the path blocked by foliage, but after hearing from the brook, the path is open.

Trying to go farther north (following the directions of the brook) the game says “THE SWAMP LOOKS DEEP AND DANGEROUS” and that it appears suicidal to attempt a crossing. I had already tried RIDE PAD earlier with the river; this is the real place to use it. After using it to swim across it floats away (one less inventory item to test everywhere, good).

Going north and then west gets the player stuck in a bog; that’s a good place to go, but it’s too early. You’re supposed to instead go north and east (the last part of the directions) and get caught in some vines.

After several moves, Aughra appears.

You can SAY YES followed by typing MOON DAUGHTER. Imagine being stuck at this point!

She leads you/Jen north to her observatory, where she asks what you want. Hopefully players paid attention during that info-dump at the start so they know to SAY SHARD. She will put four colored shards up on the table, and say that she doesn’t know which is the real one. Finally, my obsessive playing of the flute pays off.

I vaguely recall something like this happened in the movie, but I don’t recall detail. I’m still waiting until I finish the game to go back to rewatch.

That’s three puzzles in a row that require a piece of information or item from somewhere that isn’t trivial to get:

a.) first, the lily pad for swimming obtained by cutting the stem

b.) then, the riddle answer obtained from an extremely random spot in the game (the spiral hidden under moss), where it seems like you ought to answer the riddle normally

c.) then, the flute which is buried and which I got via luck.

The linear structure with secret requirements is rather different from the previous Roberta Williams games. You could argue the entirety of Time Zone was a treasure hunt intended to allow making it through a long linear set of puzzles in the finale, but it is clear from the start you’re going to need to build up a collection; here, it is unclear if such a hunt is needed in the first place. This really comes into focus with the next puzzle: after you get the shard, the observatory is attacked. You have one move to react.

I tried some natural and intuitive ways to escape, but failed to have any luck, so I spent some time combing over locations for yet another missed item. (What’s especially suggestive is that the eye-bat shows up when you land after passing through the swamp using the pad; I thought maybe I needed to kill the bat so the enemies wouldn’t show up after, leading me on a fruitless hunt for slingshot ammo.)

It turned out an early command I tried (CLIMB WINDOW) was right. I was just supposed to type GO WINDOW instead.

Since the pad is gone Jen can’t swim back, so the only choice is the bog where Jen gets stuck. Fortunately, there’s help this time.

I knew immediately this had to be Kira, but assuming someone who hasn’t seen the movie at all, they’d have trouble here because her (and her pet Fizzgig) don’t get mentioned in the text. I imagined I was a player who didn’t know her name and finally hit upon LOOK GELFLING.

After the rescue: “I THOUGHT I WAS THE ONLY LIVING GELFLING. BUT THEN, I GUESS YOU MUST HAVE THOUGHT THE SAME THING!”

The remainder of my gametime has Jen and Kira travelling together, and all commands affect both of them. This is very, very, unconventional, although it works; I never got confused because of the dual-person controls, although I was a bit boggled by the fact that all the previous scenes (barring the opening area blocked off) get re-rendered with both characters in them.

This is emphasized by the very next act, which requires flipping a shell, and the game states it is too heavy for just Jen to move, and both Jen and Kira need to work together to FLIP SHELL. This reveals a pouch of “SMOKE SEEDS”, and the shell itself can be used as a boat.

The two land in the village from earlier, and while the scene shows merriment, a bat also shows up; the player needs to type EAST or WEST (or some direction to leave) quickly enough and they’ll be able to escape. When they come back the village is destroyed.

I could make fun of how blasé this is (especially with the commands just being one to leave, one to go right back), but track back to all our previous adventure games (1982 and before): when have any tried to do a moment like this? Nobody — not even Infocom, yet — had previously had a main character have everyone they grew up with suddenly get suddenly wiped out (or at least captured). The closest I can think of is Saigon: The Final Days. So while to modern eyes this seems clumsy, I do want to emphasize it was getting into new game design territory (in order to follow the plot of the movie, I assume).

For some reason, having Kira with us makes the Landstriders friendly enough to ride, but before I show that, I want to mention one of the other scenes has a difference:

A Skeksis appears and says he is tired of killing and wants peace, and says to follow him south.

Ha ha no of course not. Fortunately you can just avoid going south and you won’t have the death scene (alternately, do the ruin viewing before the chaos starts).

Hopping on our new rides (no explanation is given why they are fine with being ridden now, I assume Kira helped):

The Landstriders easily make it over the chasm. This then leads to a long and I think empty span of rooms.

This seems to be reaching back to Time Zone rather than forward to King’s Quest. The art is atmospheric, at least

Fizzgig looks unhappy.

Eventually you come across a combination castle/ravine that you can circle all the way around if you like, but must eventually approach.

Approaching results in another Gathrim attack, and then you only have one turn to react. If you do poorly, you get a front-line seat at the Great Conjunction.

Maybe I can call this BAD END and end the game here?

It took me a beat to realize Jen and Kira are near the ravine so the right action is to JUMP. This causes a disk swap to the final side.

I assume this will be the final stretch, so … one more post? Two? It depends if I have to talk to any more flowers.

Since we’ve run into a Skeksis in-game now, I wanted to show this. The illustration comes from Leonard B. Lubin, via a book of Lewis Carroll poems. This was Jim Henson’s original inspiration in 1975. “It was the juxtaposition of this reptilian thing in this fine atmosphere that intrigued me.”

Friday, 04. July 2025

My So Called Interactive Fiction Life

Sharpee Platform Architecture

Is very nearly complete.I have a baseline story (Cloak of Darkness) somewhat working as expect. Enough to believe the architecture is solid. So how do we prove it outside of a big game? Unit testing.I have completed unit test suites for the packages Core, Event Processor, and am
Sharpee Platform Architecture

Is very nearly complete.

I have a baseline story (Cloak of Darkness) somewhat working as expect. Enough to believe the architecture is solid. So how do we prove it outside of a big game? Unit testing.

I have completed unit test suites for the packages Core, Event Processor, and am working through World Model. So far, one minor refactor to manage circular dependencies. I moved a bunch of shared types to a new package if-domain.

The structure is holding strong. This is where my past iterations always failed and massive architecture gaps appeared. This is why unit testing is so critical.

These are the currently passing test suites:

dave@DCSurface:/mnt/c/repotemp/sharpee/packages/core$ pnpm test

> @sharpee/[email protected] test /mnt/c/repotemp/sharpee/packages/core
> cross-env NODE_NO_WARNINGS=1 jest

 PASS  tests/setup.test.ts (28.131 s)
 PASS  tests/debug/types.test.ts (28.407 s)
 PASS  tests/events/simple-event-source.test.ts (35.03 s)
 PASS  tests/integration/event-rule-integration.test.ts (36.448 s)
 PASS  tests/types/result.test.ts (45.175 s)
 PASS  tests/events/semantic-event-source.test.ts (43.965 s)
 PASS  tests/events/event-system.test.ts (49.058 s)
 PASS  tests/language/registry.test.ts (48.823 s)
 PASS  tests/language/language-requirements.test.ts (60.276 s)
 PASS  tests/rules/simple-rule-system.test.ts (74.458 s)

Test Suites: 10 passed, 10 total
Tests:       122 passed, 122 total
Snapshots:   0 total
Time:        100.522 s
Ran all test suites.
> @sharpee/[email protected] test /mnt/c/repotemp/sharpee/packages/event-processor
> cross-env NODE_NO_WARNINGS=1 jest

PASS tests/unit/processor-reactions.test.ts (30.709 s)
PASS tests/unit/processor.test.ts (30.717 s)
PASS tests/unit/handlers/registration.test.ts (101.462 s)

Test Suites: 3 passed, 3 total
Tests:       17 passed, 17 total
Snapshots:   0 total
Time:        133.609 s
Ran all test suites.
> @sharpee/[email protected] test /mnt/c/repotemp/sharpee/packages/world-model
> cross-env NODE_NO_WARNINGS=1 jest

PASS tests/unit/entities/entity-store.test.ts (25.391 s)
  EntityStore
    basic operations
      ✓ should add and retrieve entities (530 ms)
      ✓ should return undefined for non-existent entities (10 ms)
      ✓ should remove entities and clear traits (1 ms)
      ✓ should clear all entities
    querying
      ✓ should get all entities (1 ms)
      ✓ should get entities by type (1 ms)
      ✓ should find entities with specific trait (1 ms)
      ✓ should find entities with all specified traits
      ✓ should find entities with any specified traits (1 ms)
    iteration
      ✓ should be iterable (1 ms)
    serialization
      ✓ should serialize to JSON (1 ms)
      ✓ should deserialize from JSON
    size property
      ✓ should reflect number of entities (1 ms)
    edge cases
      ✓ should handle removing non-existent entity
      ✓ should handle duplicate adds gracefully
      ✓ should work with empty store

PASS tests/unit/behaviors/behavior.test.ts (26.541 s)
  Behavior
    trait requirements
      ✓ should validate entity has required traits (565 ms)
      ✓ should get list of missing traits (1 ms)
      ✓ should work with behaviors having no requirements (1 ms)
    require helper
      ✓ should return trait when present
      ✓ should throw error when required trait is missing (209 ms)
    optional helper
      ✓ should return trait when present (1 ms)
      ✓ should return undefined when trait is missing
    behavior patterns
      ✓ should support behaviors that check state
      ✓ should support behaviors with no requirements (1 ms)
    inheritance
      ✓ should support behavior inheritance
    error messages
      ✓ should provide clear error messages for missing traits (1 ms)
    static nature
      ✓ should not require instantiation

PASS tests/unit/entities/if-entity.test.ts (91.592 s)
  IFEntity
    constructor
      ✓ should create entity with id and type (947 ms)
      ✓ should accept creation params (1 ms)
    traits
      ✓ should add trait
      ✓ should remove trait (1 ms)
      ✓ should replace existing trait of same type
      ✓ should check multiple traits with hasAll (1 ms)
      ✓ should check multiple traits with hasAny
      ✓ should get all traits
      ✓ should get all trait types (1 ms)
      ✓ should clear all traits
      ✓ should support trait aliases (getTrait, hasTrait)
    convenience properties
      ✓ should identify rooms
      ✓ should identify containers
      ✓ should identify takeable items
      ✓ should get name from identity trait (1 ms)
      ✓ should get weight from attributes
    cloning
      ✓ should create deep copy with new ID (1 ms)
    serialization
      ✓ should serialize to JSON
      ✓ should deserialize from JSON (1 ms)
    openable/lockable properties
      ✓ should detect openable trait (10 ms)
      ✓ should detect lockable trait (1 ms)
    light source properties
      ✓ should detect light provision
    switchable properties
      ✓ should detect switchable state
    actor properties
      ✓ should detect actors and players (1 ms)
    error handling
      ✓ should throw error for invalid traits (305 ms)

Test Suites: 3 passed, 3 total
Tests:       53 passed, 53 total
Snapshots:   0 total
Time:        119.596 s
Ran all test suites.
> @sharpee/[email protected] test /mnt/c/repotemp/sharpee/packages/world-model
> cross-env NODE_NO_WARNINGS=1 jest -- tests/unit/traits/

PASS tests/unit/traits/container.test.ts (24.436 s)
  ContainerTrait
    initialization
      ✓ should create trait with default values (499 ms)
      ✓ should create trait with provided data (1 ms)
    capacity constraints
      ✓ should handle weight limit
      ✓ should handle volume limit (1 ms)
      ✓ should handle item count limit (1 ms)
      ✓ should handle multiple constraints
      ✓ should handle unlimited capacity
    transparency
      ✓ should default to opaque
      ✓ should handle transparent containers (1 ms)
    enterable containers
      ✓ should default to not enterable
      ✓ should handle enterable containers (1 ms)
    type restrictions
      ✓ should handle allowed types (1 ms)
      ✓ should handle excluded types (1 ms)
      ✓ should handle both allowed and excluded types
      ✓ should handle no type restrictions
    entity integration
      ✓ should attach to entity correctly
      ✓ should replace existing container trait (1 ms)
    special container types
      ✓ should handle transparent container setup
      ✓ should handle secure container setup (1 ms)
      ✓ should handle nested container setup
    edge cases
      ✓ should handle empty capacity object
      ✓ should handle empty arrays for type restrictions (1 ms)
      ✓ should handle zero capacity values

PASS tests/unit/traits/room.test.ts (25.102 s)
  RoomTrait
    initialization
      ✓ should create trait with default values (536 ms)
      ✓ should create trait with provided data (1 ms)
    exits management
      ✓ should handle simple exits (6 ms)
      ✓ should handle exits with doors (1 ms)
      ✓ should handle blocked exits (1 ms)
      ✓ should handle custom exits (1 ms)
    lighting
      ✓ should handle dark rooms (1 ms)
      ✓ should handle lit rooms
      ✓ should handle outdoor lighting (1 ms)
      ✓ should handle underground rooms
    visit tracking
      ✓ should start unvisited (1 ms)
      ✓ should track visited state
      ✓ should handle initial description (1 ms)
    ambience
      ✓ should handle ambient sounds (1 ms)
      ✓ should handle ambient smells
      ✓ should handle both sound and smell (1 ms)
    regions and tags
      ✓ should handle region assignment (3 ms)
      ✓ should handle multiple tags (3 ms)
      ✓ should handle rooms without regions or tags (10 ms)
    entity integration
      ✓ should attach to entity correctly (1 ms)
      ✓ should work with container trait
    complex room setups
      ✓ should handle maze-like connections (1 ms)
      ✓ should handle multi-level connections (1 ms)
      ✓ should handle outdoor/indoor transitions

PASS tests/unit/traits/exit.test.ts (23.902 s)
  ExitTrait
    initialization
      ✓ should create trait with required values (588 ms)
      ✓ should throw error if required fields are missing (201 ms)
      ✓ should create trait with all optional values (1 ms)
    standard directional exits
      ✓ should handle north direction (1 ms)
      ✓ should handle south direction (1 ms)
      ✓ should handle east direction
      ✓ should handle west direction
      ✓ should handle up direction
      ✓ should handle down direction
      ✓ should handle in direction
      ✓ should handle out direction
      ✓ should handle diagonal directions
    custom exits
      ✓ should handle magic words (1 ms)
      ✓ should handle action-based exits
      ✓ should handle object-interaction exits
    bidirectional exits
      ✓ should handle simple bidirectional exit
      ✓ should handle bidirectional portal
    visibility and listing
      ✓ should handle hidden exits
      ✓ should handle visible but unlisted exits
      ✓ should handle discovered exits
    conditional exits
      ✓ should handle simple condition (1 ms)
      ✓ should handle complex condition
      ✓ should handle time-based condition
    messages
      ✓ should handle custom use messages
      ✓ should handle custom blocked messages
      ✓ should allow no custom messages (1 ms)
    entity integration
      ✓ should attach to entity correctly
      ✓ should replace existing exit trait
    special exit types
      ✓ should handle one-way exit
      ✓ should handle teleporter (1 ms)
      ✓ should handle vehicle-based exit

PASS tests/unit/traits/identity.test.ts (23.914 s)
  IdentityTrait
    initialization
      ✓ should create trait with default values (621 ms)
      ✓ should create trait with provided data (1 ms)
    article handling
      ✓ should handle "a" article
      ✓ should handle "an" article
      ✓ should handle "the" article (1 ms)
      ✓ should handle "some" article for plural/mass nouns
      ✓ should handle empty article for proper names
    aliases
      ✓ should start with empty aliases
      ✓ should store multiple aliases
    descriptions
      ✓ should handle full description
      ✓ should handle brief description separately (1 ms)
      ✓ should allow empty descriptions
    concealment
      ✓ should default to not concealed
      ✓ should handle concealed objects
    physical properties
      ✓ should handle weight (1 ms)
      ✓ should handle volume
      ✓ should handle size categories
      ✓ should allow undefined physical properties
    entity integration
      ✓ should attach to entity correctly (1 ms)
      ✓ should replace existing identity trait
    special cases
      ✓ should handle proper names correctly
      ✓ should handle mass nouns
      ✓ should handle unique items

PASS tests/unit/traits/entry.test.ts (68.884 s)
  EntryTrait
    initialization
      ✓ should create trait with default values (1006 ms)
      ✓ should create trait with provided data (1 ms)
    prepositions
      ✓ should handle "in" preposition for containers
      ✓ should handle "on" preposition for surfaces (1 ms)
      ✓ should handle "under" preposition (1 ms)
      ✓ should handle "behind" preposition
    occupancy management
      ✓ should track single occupant
      ✓ should track multiple occupants
      ✓ should handle unlimited occupancy
      ✓ should track occupancy state
    visibility and perception
      ✓ should handle visible occupants (1 ms)
      ✓ should handle hidden occupants
      ✓ should handle one-way visibility
      ✓ should handle soundproofing
    posture requirements
      ✓ should handle standing entries
      ✓ should handle sitting entries
      ✓ should handle lying entries (1 ms)
      ✓ should handle no posture requirement
    custom messages
      ✓ should handle enter message
      ✓ should handle exit message
      ✓ should handle full message
      ✓ should handle blocked message
    mobile entries
      ✓ should handle stationary entries (1 ms)
      ✓ should handle mobile entries
      ✓ should handle rideable animals
    access control
      ✓ should handle open access
      ✓ should handle blocked access
      ✓ should handle conditional access (1 ms)
    entity integration
      ✓ should attach to entity correctly (1 ms)
      ✓ should replace existing entry trait
    complex entry scenarios
      ✓ should handle nested entries
      ✓ should handle multi-purpose entries (1 ms)
      ✓ should handle vehicle with compartments
      ✓ should handle theatrical entries

Test Suites: 5 passed, 5 total
Tests:       135 passed, 135 total
Snapshots:   0 total
Time:        90.018 s, estimated 93 s
Ran all test suites matching

The next set of tests are /world-model/world and there are issues, so the next posting will continue the progress reports.

Test Suites: 3 failed, 3 total
Tests:       5 failed, 27 passed, 32 total
Snapshots:   0 total
Time:        119.66 s
Ran all test suites matching

Zarf Updates

Discoggin: an IF bot for Discord

Here's a new toy: a Discord bot that plays IF games. Say you've got a group of people who want to play an IF game together. You'd log into the IFTF Discord and go to the #zarfbot-9000 channel. (That's where the bot is currently running.) Type ...

Here's a new toy: a Discord bot that plays IF games.

Say you've got a group of people who want to play an IF game together. You'd log into the IFTF Discord and go to the #zarfbot-9000 channel. (That's where the bot is currently running.)

Type /games to see a list of available games, then /select GAME to select one. Or if you want to install one off the IF Archive, say, you could type a command like

/install https://ifarchive.org/if-archive/games/zcode/huntdark.z5

(These are regular Discord slash commands. Hit / in the #zarfbot-9000 channel to see a list of bot commands. You'll have to scroll down to "Discoggin-IF", mind you. The IFTF Discord has a couple of different bots installed.)

After selecting or installing a game, type /start to start it up. Or maybe the game is already running! If someone else installed it, they might have been in the middle of a session. This is meant for social play, so you can jump back in and continue seamlessly where the last player left off. Type /recap to see the last few commands.

What are commands? Simple: type >GET LAMP. No slash; that's a regular channel message starting with the > character. The bot will accept the command and respond. It ignores non-> messages, so you can freely discuss the game with your friends in the channel.

A a couple of commands from a session of Lost Pig by Admiral Jota. From Lost Pig by Admiral Jota.

Note that anybody in the channel can give a game command. There's no built-in "driver" system. This is a friendly Discord; the code of conduct is linked in the #rules channel. Chill with your friends and work out a scheme that works for the group.

That's it! But I bet you have questions.

Why?

I was inspired by ClubFloyd, which has been meeting on IFMud every week for most of twenty years to group-play IF games.

There's nothing wrong with a MUD. But Discord is a lot more popular these days; more people know how to use it.

What game formats are supported?

The bot can handle Inform games (Z-code and Glulx), Ink games, and YarnSpinner games.

For the choice-based formats, you'll see numbered selections. Type a command like >#3 to select a choice. This also works for hyperlink-based Glulx games.

The bot supports only plain text, a bit of text styling (italics and bold), and hyperlinks. No graphics, not even for Glulx games that include graphics.

What other slash commands does the bot understand?

See the README file. The most interesting ones are:

  • /status : Display the current status line.
  • /recap COUNT : Recap the last few commands (max of 10).
  • /files : List save files (and other data files) recorded in this session.
  • /forcequit : Shut down a game if it's gotten stuck for some reason, or if it doesn't accept >QUIT. (You will then need to /start it again.)

What if the game is waiting for a keystroke?

You can type >space, >return, or a key name like >A.

Can I save my position?

The bot autosaves every turn. You can take a break, or even /select a different game, and then come back to your existing session. You'll be where you left off.

If you want to do a manual >SAVE, that will work too. Enter the save filename as the next command: >inside-house. Use the slash command /files to see the list of manual save files.

Can I save a transcript?

The standard >SCRIPT ON command should work for Inform games. However, I haven't yet implemented a way to download transcripts.

Really, the correct plan is for the bot to save a transcript of every game, like Lectrote does. (Without requiring a >SCRIPT command.) Then it could generate a two-column transcript -- game output and channel discussion -- like ClubFloyd does.

I should warn you that I've started implementing this plan. That means that the bot is recording discussion in the #zarfbot-9000 channel! Anything you say there may be archived for posterity as part of the active game's transcript.

Are there bugs?

Certainly! But I'm not aware of many, because the bot hasn't gotten serious testing yet. Perhaps this post will uncork the flood.

The biggest known bug is that UNDO doesn't work in Z-code games. (I need to add a feature to the Bocfel interpreter.)

The choice-based formats don't support UNDO, SAVE, or RESTORE.

Some games don't test properly for lack of graphics. For example, Alabaster throws a lot of "graphics call not supported" errors. This is technically a bug in the game, not the bot, but I realize that cuts no ice.

Can I get this bot on my Discord?

I am not currently allowing public installations of the bot. The back end is running on a machine I own. (A Mac Mini in my office, in fact.) It's not a big load on the machine or my home network -- but if lots of people started playing games, it would become a big load.

However, the bot is open source. You're welcome to run your own copy and install it wherever you want. It's fairly easy to set up the bot if you're familiar with Python. See the README for instructions.

Unfortunately the game interpreters are more of a hassle. They're open-source too, but they're variously written in C, JS/Node, and C#/.NET. So there's a bit of an adventure there, no pun intended.

What about TADS, Hugo, Alan...?

Adding these formats won't be entirely easy. Allow me to get technical.

To support a game format, the bot needs an interpreter with two features:

  • A Glk I/O interface which generates the GlkOte JSON protocol;
  • The ability to autosave every turn.

The first part is easy. Most parser IF tools support Glk. (The popular Gargoyle interpreter has almost every current IF system as a Glk-enabled component. There's fiddly details but I'll skip them.)

The second part is more of a pain. The traditional IF interpreter expects you to start up a game and play for a while. Saves are a manual process. (It was the 80s, remember!) The interpreter keeps all its state in memory.

But the Discord bot doesn't want to run persistent interpreter processes. It could have dozens or even hundreds of "live" game sessions. It's only playing one at a time; the rest are saved in the background. Therefore, the bot only launches an interpreter when a player command arrives! The interpreter's job is:

  • Load the game file;
  • Silently restore the last position;
  • Receive the player command from the bot (as a JSON message);
  • Carry out that command;
  • Send the game output for that turn to the bot (JSON again);
  • Silently autosave the new position;
  • Shut down.

This all happens in a moment. By the time you see the game response, the interpreter has already autosaved and exited.

Most IF interpreters don't support this style of play. I added the capability to Glulxe and Bocfel, back when I was working on iPhone IF apps. (Mobile games don't have this one-turn-at-a-time style, but they must autosave -- players insist on it.) That covers Glulx and Z-code games. But other formats will be more work.

But what about Twine? Surely you can support Twine.

Oh, geez, I wish.

Ink and YarnSpinner are components which generate text. They were designed to be plugged into a game framework. Their save systems are completely accessible and modular. So it was very easy to write wrappers to fit them into the bot framework.

(Okay, YarnSpinner's save system required some tweaking -- I don't think it intended for the game to save at every single choice point. But I got it working.)

Twine was not designed to be a component. Or rather, it was designed to be a component of a web page. It interacts with its environment through JavaScript and DOM manipulation.

In other words, it doesn't really make sense to talk about the plain-text output of a Twine game. The game is intertwi-, um, let's say entangled, with its story format. And the format is all about macros, which are Javascript calls.

One could imagine a Twine story format which is deliberately limited to plain text-and-choice interactions. (Like the WritingFantasy format limits you to what works in a printable book.) It would have variables and a bit of formatting, but no macros. Then you could have a tool like Gordian which converts that format to work with the Discord bot.

But you couldn't take an arbitrary playable Twine game and shove it in there. It would have to be written for that style.

Why is it called "Discoggin"?

Man, I don't know.

I suspect people are going to call it "the zarfbot", because that's the channel name. Oh well. Someday I'll write a second bot, and then you'll I'll be sorry.


Interactive Fiction – The Digital Antiquarian

EverQuest

This article tells part of the story of MMORPGs. It isn’t always or even usually the pioneers who reap the rewards of the trails they blaze. As often as not, some pragmatic Johnny-come-lately pops in to make off with the booty. Such was the case in the MMORPG space in the late 1990s. There Ultima […]


This article tells part of the story of MMORPGs.

It isn’t always or even usually the pioneers who reap the rewards of the trails they blaze. As often as not, some pragmatic Johnny-come-lately pops in to make off with the booty.

Such was the case in the MMORPG space in the late 1990s. There Ultima Online demonstrated that there was an audience for a persistent fantasy world where people could live out alternative existences together through the magic of the Internet. Yet it was another game called EverQuest that turned the proof of concept into a thriving business that enthralled hundreds of thousands of players for years on end, generating enormous amounts of money in the process. For, while the first-mover advantage should not be underestimated, there’s something to be said for being the second mover as well. EverQuest got to watch from backstage as Ultima Online flubbed line after line and stumbled over assorted pieces of scenery. Then, with a list in hand of what not to do, it was able to stride confidently onto center stage to a standing ovation. No one ever said that show business is fair.



EverQuest came to evince a markedly different personality than Ultima Online, but its origin story bears some uncanny similarities to that of the older rival it demolished. Like Ultima OnlineEverQuest was born as a sort of skunk-works project within a larger company whose upper management really wasn’t all that interested in it. Like Ultima OnlineEverQuest enjoyed the support of just one executive within said company, who set it in motion and then protected and nourished it like the proverbial mother hen. And like the executive behind Ultima Online, the one behind EverQuest plucked a pair of designers out of utter obscurity to help him hatch the egg.

Perhaps the most surprising aspect of the EverQuest origin story is the name of the company where it all went down: Sony Interactive Studios America. Suffice to say that, if you were to guess circa 1996 which publisher and studio would launch a market-transforming MMORPG later in the decade, Sony would not be high in your rankings. The Japanese mega-corp was flying high at the time, with a prominent footprint in most sectors of home electronics and mainstream entertainment, but it had hardly any presence at all on personal computers. The Sony PlayStation, launched in September of 1995 in North America and Europe, was on its way to becoming the most successful single games console of the twentieth century, a true mass-market cultural sensation that broadened the demographic for videogames and forever changed the way that the public perceived them. With a mainstream pile driver like that to hand, why should Sony want to waste its time with a wonky virtual world for nerds cosplaying as dwarves and mages?

It wound up doing so thanks to one man. At the beginning of 1996, John Smedley had been working for a few years as a producer at Sony Interactive, which focused almost exclusively on sports games for the PlayStation. Just 28 years old, Smedley already had a corner office with a view and a salary to match, as he and his colleagues rode the wave of the console’s incredible early success.

There was just one problem: Smedley didn’t particularly like sports, whether they happened to be played on the field or on the television screen. He had grown up as one of the kids that the jocks made fun of, the kind who walked to school every day with a Dungeons & Dragons rule book or two under his arm. It was only thanks to opportunism and happenstance that he had wound up helming projects aimed at gamers who worshiped John Madden rather than Gary Gygax. Now, he thought that the burgeoning Internet would soon make it possible to realize an old dream of 1980s nerds like him: that of playing Dungeons & Dragons online, whenever it suited you, instead of only when you could arrange to meet in person with five or so like-minded friends — assuming you even had such friends. He had a rough blueprint for how it might work, in the form of Neverwinter Nights, a game on America Online that let you effectively play one of the old single-player SSI Gold Box CRPGS over the Internet, taking a persistent character through a series of adventures with friends and strangers. It was limited in a thousand ways, but it was, so Smedley believed, the harbinger of a whole new category of game. And, after working for so long on games he really didn’t care about, he wanted to make one that he could feel passionate about.

Smedley took his idea to his boss Kelly Flock, the newly arrived head of Sony Interactive. It was a crazy thing to propose on the face of it, having absolutely nothing to do with anything the studio had ever done before nor any of the strategic priorities of the mother corporation; the PlayStation didn’t have any online capabilities whatsoever, meaning this game would have to run on personal computers. But Sony was flush with PlayStation cash and bravado, and Flock was apparently in a generous mood. He told Smedley that he could take $800,000 and hire a team to investigate the feasibility of his idea, as long as he continued to devote the majority of his time to his primary job of churning out crowd-pleasing sports games.

Those of you familiar with the tale of Ultima Online will recognize Sony Interactive standing in for Origin Systems, and John Smedley taking the role of Richard Garriott. EverQuest’s equivalent of Raph and Kristen Koster, who swept into Origin from the obscure world of textual MUDs to create Ultima Online in their image, was a pair of friends named Brad McQuaid and Steve Clover. They were programming automation and bookkeeping systems for a San Diego plant nursery during the early 1990s, working on a single-player CRPG of their own during their off hours. They called it WarWizard. Unfortunately, it was for the Commodore Amiga, a dying platform in North America. Unable to interest a publisher in a game in an unfashionable genre for a computer that was fast disappearing, they released WarWizard under the shareware model in 1993; the following year, they made an MS-DOS port available as well. By McQuaid and Clover’s own later reports, it garnered about 1500 registrations — not bad for a shareware game, but definitely not enough to let the friends quit their day job.[1]There may be grounds to question this figure. For a game with 1500 registrations — far more than the vast majority of shareware games — WarWizard had a weirdly low online profile; there is virtually no contemporary trace of it to be found. Most of the limited interest it did generate appears to be retroactive, coming after McQuad and Clover became known as the minds behind EverQuest. An actual registered copy that lets one complete the game didn’t turn up in public until 2009.

Undaunted, they pushed ahead with a WarWizard 2. Desperate for feedback, they uploaded a preview of the sequel to the Internet. On a lark, McQuaid appended a note: “We are releasing this demo as a business card of sorts, in order to introduce games publishers, developers, and investors to our company, MicroGenesis. If you have any question whatsoever, please contact Brad McQuaid.” This hopeful — not to say naïve — shot in the dark would would change both of their lives.

For one day not long after his meeting with his boss, John Smedley stumbled across the demo, thought it was pretty impressive for the work of two guys with a day job, noticed that the two guys in question were living in Sony Interactive’s hometown of San Diego, and decided to take them up on their offer and contact them. Thus Brad McQuaid picked up his phone one rainy evening to hear a Sony producer on the other end of the line, asking him and his partner to come visit him in his slick glass-walled office downtown. It seemed too incredible to be true — but it was.

So, McQuaid and Clover, feeling uncomfortable and thoroughly out of place, were ushered by a secretary past the PlayStations in the anterooms and the NFL and MLB posters lining the walls at Sony Interactive, to see the star producer in his native habitat. What did these people want with the likes of them, two scruffy misfits hustling to make a buck peddling turn-based monster-fighting games on the shareware market? Then, as soon as the door shut behind the secretary, they felt suddenly at home. John Smedley was, they learned to their relief, one of them: a kid who had grown up playing Dungeons & Dragons in his school’s cafeteria and Ultima on his Apple II. It turned out that Smedley didn’t want them to finish WarWizard 2 for Sony Interactive; he wanted them to make something even more exciting. He explained his vision of a CRPG that you could play online, and asked them whether they’d like to help him make it. They said that they would. Smedley now learned that McQuaid and Clover were, like the Kosters over at Origin, passionate MUDders as well as semi-professional single-player CRPG developers. They knew exactly what kind of experience Smedley was envisioning, and were overflowing with ideas about how to bring it to fruition. Smedley knew right then that he’d hit pay dirt.

McQuaid and Clover were hired by Sony Interactive in March of 1996. They then proceeded to spend about six months in a windowless office far less plush than that of John Smedley, creating a design document for the game that they were already calling EverQuest; the name had felt so right as soon as it was proposed by Clover that another one was never seriously discussed. Smedley insisted that the document describe the game down to the very last detail. Here we see a marked contrast to the development process that led to Ultima Online, which came into its own gradually and iteratively, through a long string of playable design prototypes. Smedley’s background as a producer of games that simply had to ship by a certain date — the National Football League was not likely to delay its season opener in order to give that year’s NFL videogame an extra week or two in the oven — had taught him that the best way to make software efficiently was to know exactly what you were intending to make before you wrote the first line of code.

At this point, then, we’re already beginning to see some of the differences in personality between Ultima Online and EverQuest emerge. The Kosters were idealists and theorists at heart, who treated Ultima Online almost as a sociological experiment, an attempt to create a virtual space that would in turn give birth to a genuine digital society. Smedley, McQuaid, and Clover, on the other hand, had less highfalutin ambitions. EverQuest was to be a place to hang out with friends and a fun game to play with them, full stop. The more grandiose of the dreams nursed by the Kosters — dreams of elections and governments, of a real economy driven by real people playing as shopkeepers, tailors, tour guides, and construction foremen, of a virtual world with a fully implemented natural ecology and a crafting system that would let players build anything and everything for themselves — were nowhere to be found in the final 80-page design document that McQuaid and Clover presented and Smedley approved in September of 1996. They all agreed that a blatantly artificial, gamified virtual world wasn’t a problem, so long as it was fun. In these priorities lay most of what would make their game such a success, as well as most of what idealists like the Kosters would find disappointing about it and the later MMORPGs that would mimic its approaches.

In both the broad strokes and many of the details, the thinking of McQuaid and Clover was heavily influenced by an open-source MUD toolkit called DikuMUD that had been released by a group of students at the University of Copenhagen in 1991. Its relationship to other MUDs foreshadowed the relationship of the eventual EverQuest to Ultima Online: DikuMUD was all about keeping the proceedings streamlined and fun. As the game-design theorist Flatfingers has written on his blog, “it emphasized easy-to-understand and action-oriented combat over other forms of interaction [and] simplified interactions down to easily trackable, table-driven statistics.” The simplicity and accessibility of the DikiMUD engine from the player’s perspective, combined with the equal ease of setting a new instance of it up on the server side, had made it the dominant force in textual MUDs by the mid-1990s, much to the displeasure of people like the Kosters, who preferred more simulationally intense virtual worlds. This design dialog was now about to be repeated in the graphical context.

Then, too, there is one other important influence on EverQuest that we can’t afford to neglect. While McQuaid and Clover were still working on their design document, they saw 3DO’s early, halfheartedly supported graphical MMORPG Meridian 59 go through beta testing. It convinced them that first-person 3D graphics were the way to go — another point of departure with Ultima Online, which clung to an old-school overhead third-person view, just like the single-player Ultima CRPGs before it. In the age of DOOM and Quake, McQuaid and Clover judged, nothing less than immersive 3D would do for their game. And so another keystone and differentiator fell into place.

With the design document completed, Smedley found a larger room to house the project in Sony Interactive’s building and slowly put a team into place around his two wunderkinds. Some of the programmers and artists who joined them were hired from outside, while others were moved over from other parts of the company as their current projects were completed. (It turned out that Smedley hadn’t been the only closeted nerd at Sony Interactive condemned to make sports games…) As the more outgoing and assertive of Smedley’s original pair of recruits, Brad McQuaid took the role of producer and day-to-day project lead, while Steve Clover became the lead programmer as well as designer. Perhaps the most important of the newcomers was Rosie Cosgrove (now Rosie Strzalkowski), the lead artist. She shaped the game’s visual aesthetic, a blending of the epic and the whimsical, full of bright primary colors and pastels that popped off the screen. Recognizing that photo-realism wasn’t going to be possible with the current state of 3D-graphics technology, she embraced the jankiness. The graphics would become just one more sign that EverQuest, in contrast to that other big MMORPG, was all about straightforward, even slightly silly fun, with no degree or interest in sociology required.

Have you got a letter for the male slot? Goblin butt cracks have been a staple of EverQuest art since the beginning.

While the team was coalescing, they had the priceless opportunity to observe the successes and tribulations of their rival virtual world from Origin Systems, which, true to the iterative approach to game development, was conducting a series of small-scale public testing rounds. A watershed was reached in June of 1997, when Ultima Online conducted a two-month beta test, its biggest one ever and the last one before the game’s official release. Needless to say, everyone on the EverQuest team watched the proceedings closely. What caught all of the interested observers by surprise — not least the idealists at Origin Systems — was the quantity of players who found their fun neither as noble adventurers nor as shopkeepers, tailors, tour guides, politicians, or construction foremen, but rather as mass murderers, killing their fellow players the second they let their guard down. It ought to have been a five-alarm wake-up call for Origin, being the first indubitable harbinger of a persistent problem that would pave the way for EverQuest to replace its older, better credentialed rival as the MMORPG du jour. But they refused to countenance the obvious solution of just making it programmatically impossible for one player to kill another.

After Ultima Online launched for real in September of 1997, the developers behind it continued to struggle to find a way of addressing the problem of player murder without compromising their most cherished ideals of a fundamentally player-driven online society. They encouraged their citizens to form police forces, and implemented small changes to try to help the law-and-order contingent out, such as printing the names of those player characters who had killed at least five other player characters in scarlet letters. None of it worked; instead of a badge of shame, the scarlet letters became a badge of honor for the “griefers” who lived to cause chaos and distress. In his own words, Raph Koster put his players “through a slow-drip torture of slowly tightening behavior rules, trying to save the emergence while tamping down the bad behavior. The cost was the loss of hundreds of thousands of players.” After a wildly vacillating start, Ultima Online stabilized by mid-1998 at about 90,000 active subscribers. That wasn’t nothing by any means — on the contrary, it represented about $1 million worth of revenue for Origin every single month — but it nevertheless left a huge opening for another game that would be more pragmatic, less ideological, and by extension less murderous, that would be more focused on simple fun.

Steve Clover signed up for Ultima Online and logged on as soon as he could do so. His first hour in the world was much the same as that of countless thousands of players to come, many of whom would never log in again.

I created my own sword. I crafted my own armor and all that. I put all this stuff on, I head out to do some adventuring, and all of a sudden the screen starts slowing down. I’m like, oh, this is weird. What’s going on? And about a hundred guys run on screen and [beat] me to death, right?

I said, that will not happen in our game. That absolutely will not happen.

So, in the emerging parlance of the MMORPG, EverQuest would be strictly a “PvE,” or “player versus environment,” game, rather than a “PvP” game.[2]After its launch, EverQuest did experiment with a few servers that allowed unrestrained PvP combat, but there proved to be little appetite for it among the player base. The most important single key to its extraordinary success was arguably this one decision to make it literally impossible to attack your fellow players. For it would give EverQuest’s world of Norrath the reputation of a friendly, welcoming place in comparison to the perpetual blood sport that was life in Ultima Online’s Britannia. Perhaps there is some political philosophy to be found in EverQuest after all: that removing the temptation to commit crime serves to make everyone a little bit nicer to each other.

In the meantime, while Ultima Online was capturing headlines, the nascent EverQuest kept a low profile. It was seldom seen in the glossy gaming magazines during 1997 and 1998; the journal-of-record Computer Gaming World published only one half-page preview in all that time. Instead EverQuest relied on a grass-roots, guerrilla-marketing effort, led by none other than Brad McQuaid. He was all over the newsgroups, websites, and chat channels populated by hardcore MUDders and disgruntled refugees from murderous Britannia. One of his colleagues estimated that he spent half his average working day evangelizing, querying, and debating on the Internet. (Because McQuaid’s working days, like those of everyone else on the team, tended to be inordinately long, this was less of a problem than it might otherwise have been.) His efforts gradually paid off. EverQuest was voted Best Online Only Game by critics who attended the annual E3 show in May of 1998, despite having had only a backroom, invitation-only presence there. The people making it believed more than ever now that there was a pent-up hunger out there for a more accessible, fun-focused alternative to Ultima Online. They believed it still more when they moved into the public beta-testing stage, and were swamped by applicants wanting to join up. The last stage of testing involved fully 25,000 players, more than had participated in Ultima Online’s final beta.

In the midst of the run-up to launch day, John Smedley was plunged into a last-minute scramble to find a new home for his brainchild. Sony Interactive had by now been rebranded 989 Studios, a punchier name reflecting its ongoing focus on sports games. Meanwhile the Sony mother ship had begun questioning the presence of this online-only computer game at a studio whose identity was single-player PlayStation games. EverQuest would not be just another ship-it-and-move-on sports title; it would require a whole infrastructure of servers and the data pipelines to feed them, along with a substantial support staff to maintain it all and generate a never-ending stream of new content for the players. Considered in this context, the name of EverQuest seemed all too apropos. What did 989 Studios know about running a forever game? And was it really worth the effort to learn when there was so much money to be made in those bread-and-butter sports games? One day, Kelly Flock called John Smedley into his office to tell him that he couldn’t continue to feed and nurture his baby. If he wanted to keep EverQuest alive, he would have to find another caregiver.

Luckily, there was another division at Sony known as Sony Online Entertainment that was trying to make a go of it as an Internet gaming portal. Through a series of corporate contortions that we need not delve into too deeply here, Smedley’s skunk works was spun off into a nominally independent company known as Verant Interactive, with Sony Online as its chief investor.

All of this was happening during the fevered final months of testing. And yet, remarkably, the folks on the front lines were scarcely aware of the crisis at all; knowing that they had more than enough to worry about already, Smedley chivalrously shielded them from the stress that was keeping him awake at night. “I don’t remember a, ‘Hey, guys, we’re getting cancelled,'” says EverQuest “World Builder” — that was his official title — Geoffrey Zatkin. “What I remember is, ‘Hey, guys, we’re spinning out to our own studio. You’re no longer going to be Sony employees. You’re going to be employees of Verant Interactive.'” The best news of all was that Smedley was finally able to give up his hated sports games and join them full-time as the head of Verant.

EverQuest went live on March 16, 1999, a day that ought to go down in history as marking the end of the early, experimental phase of graphical MMORPGs and marking their arrival as a serious commercial force in gaming. To be sure, that original EverQuest client doesn’t look much like we expect a piece of polished commercial entertainment software to look today; the 3D view, which fills barely half the screen as a sneaky way of keeping frame rates up, is surrounded by garish-looking buttons, icons, and status bars that seemed to have been plopped down more or less at random, with a scrolling MUD-like text window that’s almost as large as the world view taking pride of place in the middle of it all. But at the time, it was all very cutting edge, making the MMORPGs that had come before it look positively antiquated in comparison. A late decision to require a 3D-accelerator card to even start the client had caused much debate at Verant. Would they be giving up too many potential subscribers thereby?

They needn’t have worried. A healthy 10,000 people signed up on the first day, and that pace was maintained for days afterward.

Like the worlds of Ultima Online and all of the early MMORPGs, EverQuest’s world of Norrath was actually many separate instances of same, each running on its own server that was capable of hosting no more than a few thousand players at one time. Verant had thought they were prepared for an onslaught of subscribers — the best of all possible problems for a new MMORPG to have — by having plenty of servers set up and ready to go. But they had failed to follow the lead of Ultima Online in one other important respect: whereas Origin Systems scattered their servers around the country, Verant ran all of theirs out of a single building in San Diego. As urban legend would have it, EverQuest consumed so much bandwidth after its launch that it disrupted Internet connections throughout the city, until more cables could be laid. This is almost certainly an exaggeration, but it is true that the pipes going directly into Verant’s offices at least were woefully inadequate. Everyone scrambled to address the emergency. John Smedley remembers “personally logging into the Cisco routers” to try to tweak a few more bytes worth of throughput out of the things: “I could actually work with the Versatile Interface Processor cards almost as well as any of our network engineers at the time.” Again, though, too many customers is always a better problem to have than the alternative, and this one was gradually solved.

Computer Gaming World didn’t publish its EverQuest review until the July 1999 issue. This was a surprisingly late date, even given the standard two-month print-magazine lead time, and it pointed to the emerging reality of the glossy magazines becoming estranged from their traditional readership, who were now getting more and more of their news and reviews online, the same place where they were doing more and more of their actual gaming. Nevertheless, Thierry Nguyen’s belated review for the magazine was a fair and cogent one, especially in the inevitable comparison with Ultima Online — and in another, less inevitable comparison that makes more sense than you might initially think.

Ultima Online is a world simulation; EverQuest is a social hack-and-slash. Ultima Online has more freedom built into it, and you can actually make a living off of trade skills. EverQuest is more about sheer adventure and combat, and the trade skills are useful, but you can’t really be a tailor or a baker.

EverQuest is the Diablo of 1999. An odd comparison, you say? Well, here’s how they’re alike: they both offer a very simple premise (“go forth and thwack many creatures to gain levels and loot”), and despite this simple premise (or maybe because of it), they’re both damn addictive and fun.

Diablo in a vastly larger, truly persistent world really isn’t a terrible way to think about EverQuest. While the folks at Origin Systems expected their players to make their own fun, to see what lay behind yonder hill for the sake of the journey, Verant gave theirs a matrix of pre-crafted quests and goals to pursue. While Ultima Online’s world of Britannia belonged to its inhabitants, EverQuest’s world of Norrath belonged to Verant; you just got to play in it. Happily for everybody, doing so could be a lot of fun. Sometimes the most delicious sort of freedom is freedom from responsibility.

By October of 1999, EverQuest had more than 150,000 subscribers, leaving Ultima Online in its dust. Raph Koster believes, probably correctly, that this trouncing of his own virtual world was driven as much by the “safety” of having no players killing other players as it was by EverQuest’s trendy 3D graphics. Ultima Online would finally relent and open safe servers of its own in 2000, but that was bolting the gate after the mounted murderers had already galloped through.

That same October of 1999, Microsoft launched Asheron’s Call, another 3D MMORPG that prevented its players from killing other players. Yet even with all of the ruthless marketing muscle and the massive server infrastructure of the biggest monopoly in technology behind it, it never came close to rivaling EverQuest in popularity. It would be a long time before any other virtual world would. By the end of 2000, EverQuest was closing in on 350,000 subscribers. The following year, it hit 400,000 subscribers. Its growth then slowed down considerably, but still it did not halt; EverQuest would peak at 550,000 subscribers in 2005.

In May of 2000, Verant Interactive’s brief-lived period of nominal independence came to an end, when the spinoff was absorbed back into Sony. Soon after, the old Sony Online Entertainment subsidiary was shut down, having failed to set the world on fire with its own simple online games based on television game shows like Wheel of Fortune and Jeopardy!, and Verant appropriated its name.

In addition to charging its subscribers a recurring fee of $10 per month, this new edition of Sony Online discovered a valuable secondary revenue stream in boxed expansion packs for EverQuest. No fewer than ten of these were released between 2000 and 2005, introducing new regions of Norrath to explore, new monsters to fight, new races and classes to fight them as, new spells to cast, and new magic items to collect, whilst also refining the graphics and interface on the client side to keep pace with competing MMORPGs. Some argued that a paying customer was reasonably entitled to expect at least some of this additional content and refinement to be delivered as part of the base subscription package. And indeed, those looking for a measure of poetic justice here were perchance not entirely deprived. There is reason to suspect that all these expansions began in time to act as a drag on the game’s growth: the need to shell out hundreds of dollars and carry home a veritable pile of boxes in order to become a fully vested citizen of Norrath was likely one of the reasons that EverQuest’s growth curve leveled off when it did. Sony Online could still profitably sell expansions to the faithful, but those same expansions made the barrier to entry higher and higher for newcomers.

Still, the fact remains that EverQuest was for six years the most popular MMORPG of them all, in defiance of a gamer culture whose appetite for novelty was notorious. There was no shortage of would-be challengers in its space; by a couple of years into the new millennium, scarcely a month went by without some new MMORPG throwing its hat into the ring. And small wonder: to publishers, the idea of a game that you could keep charging people for was tempting to say the least. Some of the newcomers survived, some even thrived for a while with subscriber counts as high as 250,000, but none came close to matching EverQuest in magnitude or longevity. A virtual world like Norrath had a peculiar stickiness about it that wasn’t a factor with other types of games. To leave EverQuest and go play somewhere else meant to leave behind a character you might have spent years building up, and, even more poignantly, to leave behind an entire circle of online friends that you had assembled over the course of that time. This was a tough pill for most people to swallow, no matter how enticing Arthurian Britain, the galaxy far, far away of Star Wars, or a world out of Japanese anime might sound in comparison to the fairly generic, cookie-cutter fantasy world of Norrath.

The huge numbers of subscribers led to knock-on effects that EverQuest’s developers had never anticipated. Within months of the game’s launch, enterprising players began selling in-world loot on sites like eBay; soon the most successful of these virtual auctioneers were making thousands of dollars every month. “What’s crazy? Me playing for twelve hours a day or someone paying real money for an item that doesn’t exist?” asked one member of this new entrepreneurial class who was profiled in The Los Angeles Times. “Well, we’re both crazy. God bless America.”

A journalist named R.V. Kelly 2, who had never considered himself a gamer before, tried EverQuest just to see what all the fuss was about, and got so entranced that he wound up writing a book about these emerging new virtual worlds.

This isn’t a game at all, I realized. It’s a vast, separate universe. People explore here. They converse. They transact business, form bonds of friendship, swear vows of vengeance, escape from dire circumstances, joke, fight to overcome adversity, and learn here. And it’s better than the real world because there are no physical consequences for making mistakes. You can derive the same sense of satisfaction for doing things well that you find in the real world, but you don’t suffer any pain or anguish when you fail. So, the game contains most of the good found in real life, but none of the bad.

Yet there were also dangers bound up with the allure of a virtual world where failure had no consequences — especially for those whose real lives were less than ideal. On Thanksgiving Day, 2001, a young Wisconsinite named Shawn Woolley was discovered by his mother sitting in front of his computer dead, the rifle he had used to shoot himself lying nearby. The monitor still displayed the EverQuest login screen. He had been playing the game rabidly for months, to the exclusion of everything else. He’d had no job, no studies, no friends in the real world. He’d effectively uploaded his entire existence to the world of Norrath. And this had been the result. Had his lonely isolation from the world around him come first, or had EverQuest caused him to isolate himself? Perhaps some of both. One can’t help but think of the classic addict’s answer when asked why he doesn’t give up the habit that is making his life miserable: “Because then I’d have no life at all.” It seemed that this was literally true — or became true — in the case of Shawn Woolley.

This tragedy cast numbers that Sony Online might once have been proud to trumpet in rather a different light. Not long before Woolley’s death, one Edward Castronova, an associate professor of economics at California State University, Fullerton, had conducted a detailed survey of the usage habits of EverQuest subscribers. He found that the average player spent four and a half hours in the game every day, and that 31 percent played more than 40 hours every week — i.e., more than a typical full-time job. Surely that couldn’t be healthy.

Widespread coverage of the the death of Shawn Woolley ignited a mainstream conversation about the potentially detrimental effects of online videogames in general and EverQuest in particular. A father was reported to have smothered his infant son without realizing it, so distracted was he by the world of Norrath on his computer screen. A couple was reported to have left their three-year-old behind in a hot car to die, so eager were they to get into the house and log into EverQuest. Parents said that their EverQuest-addled children behaved “as if they had demons living inside them.” Wives told of life as EverQuest widows: “I do not trust him [to be alone] with our daughter, simply because when I am here she will be crying and he will not do anything about it.”

The stories were lurid and doubtless quite often exaggerated, but the concern was valid. Unlike the debates of the 1980s and 1990s, which had principally revolved around the effects of videogame violence on the adolescent psyche and had relied largely on flawed or biased studies and anecdotal data, this one had some real substance to it. One didn’t need to be a Luddite to believe that playing a single videogame as much as — or to the exclusion of — a full-time job couldn’t possibly be good for anyone. Elizabeth Woolley, the mother of Shawn Woolley, became the face of the Everquest opposition movement. She was certainly no Luddite. On the contrary, she was a computer professional who had laughed at the hearings on videogame violence conducted by Joe Lieberman in the United States Senate and likewise dismissed the anti-game hysteria surrounding the recent Columbine school shootings that had been carried out by a pair of troubled DOOM-loving teenagers. All that notwithstanding, she saw, or believed she saw, a sinister intentionality behind this addictive game that its own most loyal players called EverSmack or EverCrack: “I know the analysis that goes into a game before they even start writing the code; everything is very intentional. And people would go, ‘Ah, that’s so funny, how addicting.’ And I’m like, no, it’s not funny at all.”

She wasn’t alone in vaguely accusing Sony Online of being less than morally unimpeachable. According to one reading, popular among old-school MUDders, the EverQuest team had co-opted many of the ideas behind MUDs whilst tossing aside the most important one of all, that of a truly empowered community of players, in favor of top-down corporate control and deliberate psychological manipulation as a means to their end of ever-increasing profits. One of the earliest academic treatments of EverQuest, by Timothy Rowlands, posits (in typically tangled academic diction) that

from the outset, EverQuest’s designers, motivated by profit, were interested in trying to harness (read co-opt, commoditize) the sociality that had made the virtual worlds of MUDs so successful. Resisting the linearity of older single-player games in which the players move their avatars through a series of predetermined levels, MMOs present a space in which the hero narrative, predicated upon the potential for climax — though present in the form of quests and the accumulation of avatar capital — is ultimately unrealizable. Because the aim is to keep subscribers playing indefinitely, even the arbitrary end points (level caps) are without closure. In Campbellian language, there can be no epiphany, no moment of apotheoses as the hero overcomes his trials…

For me, the existential hamster wheel described by Rowlands — himself a recovering EverQuest addict — smacks a bit too much of the life I lead offline, the one that comes down to, to paraphrase Roy Rogers, just one damn thing after another. Combine this with my awareness of the limitations of online socializing, and we can perhaps begin to see why I’ve never been much interested in MMORPGs as a gamer. Literary type that I am, if offered a choice between a second life on the computer and an interactive story of the kind that I can actually finish, I’ll take the story — the one with the beginning, middle, and end — every single time. I can’t help but think that I may have been lucky to be born with such a predilection.

Lest we be tempted to take all of this too far, it should be noted that EverQuest in its heyday was, however psychologically perilous it might or might not have been, a potential problem for only a vanishingly small number of people in relation to the population as a whole: by the metrics of television, movies, or even others forms of gaming, 550,000 subscribers was nothing. Nevertheless, the debates which EverQuest ignited foreshadowed other, far more broad-based ones to come in the fast-approaching epoch of social media: debates about screen time, about the grinding stress of trying to keep up with the online Joneses, about why so many people have come to see digital spaces as more attractive than real ones full of trees and skies and flowers, about whether digital relationships can or should ever replace in-person smiles, tears, and hugs. Meanwhile the accusations of sinister intent which Elizabeth Woolley and Timothy Rowlands leveled against EverQuest’s designers and administrators were, even if misplaced in this case, harbingers of games of the future that would indeed be consciously engineered not to maximize fun but to maximize engagement — a euphemism for keeping their players glued to the screen at all costs, whether they wanted to be there in their heart of hearts or not, whether it was good for them or not.

Gijsbert van der Wal’s famous 2014 photograph of Dutch teenagers ignoring a Rembrandt masterpiece in favor of staring at their phones has become for many psychologists, social theorists, and concerned ordinary folks a portrait of our current Age of Digital Addiction in a nutshell.

By the time those subjects really came to the fore, however, EverQuest would no longer be the dominant product in the MMORPG market. For in 2004, another game appeared on the scene, to do to EverQuest what the latter had done to Ultima Online half a decade earlier. Against the juggernaut known as World of Warcraft, even EverQuest would battle in vain.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books EverQuest by Matthew S. Smith, Video Game Worlds: Working at Play in the Culture of EverQuest by Timothy Rowlands, Synthetic Worlds: The Business and Culture of Online Games by Edward Castronova, Gamers at Work: Stories Behind the Games People Play by Morgan Ramsay, Legend of the Syndicate: A History of Online Gaming’s Premier Guild by Sean Stalzer, Postmortems: Selected Essays Volume One by Raph Koster, Massively Multiplayer Online Role-Playing Games: The People, the Addiction, and the Playing Experience by R.V. Kelly 2, and The Age of Addiction: How Bad Habits Became Big Business by David T. Courtwright. Computer Gaming World of December 1997, July 1999, and June 2000; Retro Gamer 263.

Online sources include “Better Together: Stories of EverQuest by David L. Craddock at ShackNews“The Game Archaelogist: How DikuMUD Shaped Modern MMOs” by Justin Olivetti at Massively Overpowered, and “Storybricks + DikuMUD = Balance in MMORPGs” at Flatfingers’s theory blog. The truly dedicated may want to listen to aLovingRobot’s 50-plus hours (!) of video interviews with former EverQuest developers. And, although it’s quite possibly the most insufferable thing I’ve ever watched, the documentary EverCracked has some interesting content amidst the constant jump cuts and forced attempts at humor.

Where to Play It: EverQuest is not what it once was in terms of subscriber numbers, but it’s still online under the stewardship of Darkpaw Games, a sort of retirement home for aged MMORPGs.

Footnotes

Footnotes
1 There may be grounds to question this figure. For a game with 1500 registrations — far more than the vast majority of shareware games — WarWizard had a weirdly low online profile; there is virtually no contemporary trace of it to be found. Most of the limited interest it did generate appears to be retroactive, coming after McQuad and Clover became known as the minds behind EverQuest. An actual registered copy that lets one complete the game didn’t turn up in public until 2009.
2 After its launch, EverQuest did experiment with a few servers that allowed unrestrained PvP combat, but there proved to be little appetite for it among the player base.

Thursday, 03. July 2025

IFComp News

IFComp 2025 Now Accepting Intents & Entries

Hello, everyone, and happy (slightly belated) start of July! With a new July comes a new season of the Interactive Fiction Competition!From now through August 1st 2025, 11:59pm Eastern (23:59 ET), the IF Comp website will be open for authors to declare their intent to enter this year’s competition!Final entries are due on August 28th 2025, 11:59pm Eastern, but you must register by August 1st! If yo

Hello, everyone, and happy (slightly belated) start of July! With a new July comes a new season of the Interactive Fiction Competition!

From now through August 1st 2025, 11:59pm Eastern (23:59 ET), the IF Comp website will be open for authors to declare their intent to enter this year’s competition!

Final entries are due on August 28th 2025, 11:59pm Eastern, but you must register by August 1st!

If you miss it, there’s always 2026… If you register and then can’t complete your game in time, you may always back out of the competition and enter the game elsewhere or next year.

As with the previous iterations of the IFComp, authors will be allowed to participate as judges, vote, and review entries other than their own.

If you have any questions about the competition or its rules, you can contact us at [email protected]

In addition to entries, we are also accepting prizes to award contestants! If you would like to donate a prize for this year’s competition, you can email us at [email protected] — no prize is too humble or too grand.

If you would prefer to donate money, our Colossal Fundraiser will launch by August. Another announcement will be made then.

Thank you, everyone. We’re looking forward to another fun year.


Choice of Games LLC

World War II Armored Recon—Africa, 1942. Command a tank. Fight the Axis.

Hosted Games has a new game for you to play! Take the commander’s seat of an American tank. Plunge into the deserts of North Africa. Every decision counts as you battle Nazis, master logistics, and strive to keep your crew—and yourself—alive. World War II Armored Recon is 33% off until July 10th! Allen developed this game using ChoiceScript, a simple programming language for writing multiple-c
World War II Armored Recon

Hosted Games has a new game for you to play!

Take the commander’s seat of an American tank. Plunge into the deserts of North Africa. Every decision counts as you battle Nazis, master logistics, and strive to keep your crew—and yourself—alive.

World War II Armored Recon is 33% off until July 10th!

Every gallon of gas matters. Every round might be irreplaceable as your travels take you far from friendly lines and into a storm of secrets and maneuvers unknown to all but a handful of combatants.

World War II Armored Recon is an interactive novel of approximately 900,000 words by Allen Gies, the lead writer for Burden of Command.  It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

  • Play as male, female, or nonbinary, but don’t expect romance in the Army.
  • Experience exotic North Africa as a wide-eyed American soldier.
  • Fight in historical battles with all the chaos and improbability therein.
  • Shoot Nazis.
  • The Stuart tank you’ll command can be upgraded in numerous ways.
  • Three crewmen to bond with: Gunner, Driver, and Mechanic.
  • Personal stats, tank stats, activity stats, and relationship statuses.

Allen developed this game 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.


To Ashes You Shall Return—You died! You’re back. For how long?

Hosted Games has a new game for you to play! You died young. Sorry about that. But now you’re back! Your wife’s magic yanks you from death’s clutches, but power always comes with a cost. Decide if you can love the heart that doomed you before it’s too late. To Ashes You Shall Return is free to win, and paying to turn off ads is 33% off until July 10th!  Kaitlyn developed this game using ChoiceScrip
To Ashes You Shall Return

Hosted Games has a new game for you to play!

You died young. Sorry about that. But now you’re back! Your wife’s magic yanks you from death’s clutches, but power always comes with a cost. Decide if you can love the heart that doomed you before it’s too late.

To Ashes You Shall Return is free to win, and paying to turn off ads is 33% off until July 10th! 

To Ashes You Shall Return is a 31,000-word interactive novel of sapphic love and loss by Kaitlyn Grube. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

Explore the wonders of:

  • Queer romance
  • Tragedy
  • Witchcraft
  • A kitty named Tabitha
  • An unstoppable tide of existential dread

The dirt claims us all in the end. How will you live in the meantime?

Kaitlyn developed this game 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.


Zarf Updates

Hybrid is hard

We have wrapped NarraScope 2025! It went great. Everybody loved it, on-site attendees and remote folks. Hybrid conferences are hard, my friend. This is our third hybrid conference -- but really this is the first time we got a grip on the problem. ...

We have wrapped NarraScope 2025! It went great. Everybody loved it, on-site attendees and remote folks.

Hybrid conferences are hard, my friend.

This is our third hybrid conference -- but really this is the first time we got a grip on the problem. I think we got it right this time... at a cost. We spent way more effort on tech/AV than in any previous year.

(I say "I think we got it right" because we have not yet posted the videos to Youtube. That's the final step, and it's where we stumbled hard in 2024. More on this below. But we should be on track this year.)

I get no credit for any of this, to be clear. I was not on tech. Our success was due to (a) the planning and foresight of Logan Clare, who made the long voyage down from NYU to be our on-site tech lead; and (b) a cadre of volunteers who ran themselves ragged setting up, testing, and debugging every single talk session.

So I don't have every detail. But I want to write up The Way Things Went, for the benefit of future hybrid conferences everywhere.


The first year (2019)

Let me start with the backstory. In 2019 we decided to run a conference! Well, no, we decided that in 2017. The conference happened in 2019, in Boston. We had no concept of "hybrid" at all; it was an in-person event.

The AV setup was, by and large, trivial. Every MIT classroom had a projector, a screen, and a podium with a microphone and an HDMI cable. You plug the cable into your laptop and talk into the microphone. Your slides appear on the screen and your voice goes over the PA. This is a solved problem.

I know, there's no perfectly solved problem. Some people had laptops with weird video connectors. (I brought a bag of HDMI dongles.) I think some people had trouble getting audio from their laptop into the room -- HDMI is supposed to support that but the dongles don't always.

We have video of some of the 2019 talks. This is thanks to our participants from Articy, who volunteered to bring a hand-held camera and film in one room. That wasn't live-streamed; they posted the videos after the event.

On-line time (2020-2022)

2020 was all-remote, obviously.

We came up with a pretty simple setup. A volunteer ran a machine with OBS, Discord, and Zoom installed. (I did this job for some of the conference.) The volunteer started a Zoom call with the speaker (or speakers). The Zoom window got fed into OBS (with a nice frame!) The OBS virtual camera streamed out to a Discord "stage" channel. Attendees watched that.

(I think I used RogueAmoeba's Loopback to get the Zoom audio into OBS. Macs require a bit of third-party support for that sort of thing.)

This required a fair amount of setup for the volunteers, but the conference speakers just needed to join a Zoom call. And then share their screen for slides. By mid-2020 that was familiar territory.

In 2022 we repeated that plan, except that we had two tracks instead of one, so it required two volunteers on duty. (Two computers, two Zoom calls, etc.) Also we streamed to a platform called Gather.town instead of Discord. Technically it was the same process, though.

Tackling hybridity (2023-2024)

2023 brought us to Pittsburgh. We wanted to keep the remote audience we'd built up, though. "We'll just go hybrid!" we said. "It'll be easy!"

It was kind of easy! But only because we did it badly.

We repeated what we did in 2019. (Pitt classrooms are set up about the same as MIT.) Then we got Pitt's AV crew to bring in three cameras and three laptops. Set up a camera in each room, pointing at the podium and the screen. The camera is plugged into the laptop; the laptop streams to Discord.

Note that the speaker's laptop (almost every speaker brought their own laptop) was completely separate from the room laptop. The speakers never touched Discord or the room camera. (Heck no.) They just plugged into HDMI and talked.

This meant that the streaming of the slides was pretty lossy. It was a videocamera pointed at a projector screen, after all. Washed-out, terrible quality. It worked, but the remote attendees got a second-class experience.

A few speakers presented remotely -- that is, the speaker did not travel to Pittsburgh. We asked them to submit their talks as pre-recorded video. For these, a volunteer (me) ran up to the front of the room and plunked down their own (my own) laptop, plugged in, and played the video file. Just like the other talks, the streaming consisted of pointing the room camera at the projector screen.

We had one surprise remote speaker. Surprise! Again, I used my own laptop, and set up a Zoom call. (Much like 2020.) Same streaming deal as before.

I wanted to improve that plan in 2024. Unfortunately, it didn't improve. In fact it got worse. The hope was to have both a camera feed and a direct feed from the speaker's laptop. A volunteer was supposed to switch back and forth in OBS. That didn't happen -- only the camera feed was ever used. I don't know whether the direct feed was infeasible or if the volunteers just weren't briefed.

Also the room mics were set up badly; some of the talks had bad audio and some were almost unusable. We still, as I write this, don't have most of the videos processed. I am deeply ashamed of this failure. We are working on it.

Lesson: if you decide to follow this plan, give the speakers hand mics or lapel mics. Room mics are just too risky. Also test that what's being streamed is also being recorded, exactly as-is.

The new plan (2025)

Welcome to Philadelphia. We once again have two laptops (per room): one for the speaker, one to record. We also provide a high-quality USB webcam for each. (Better than the laptop built-in webcams, which were pretty cruddy.)

Some of the rooms also have a built-in room camera, hand mics, and a computer to manage them. We make use of these where possible.

The speaker machine is logged into Discord -- using a conference account with stage streaming privileges. So the livestream is run directly from that machine. The speaker can share slides or smile into the webcam, whichever they like. That machine is also plugged into the room projector, so local attendees can see the slides up on the classroom screen.

The recording machine has OBS. Unlike last year, OBS isn't streaming out; it's purely used for recording. It's logged into Discord (as a regular viewer), and OBS is simply recording the Discord window. Note that this machine isn't directly plugged into any hardware, so it can live in a back room rather than the presentation room.

Now, this requires a fair bit of setup on the speaker machine. So we'd really like to provide the speaker machine. (As opposed to having each speaker bring a laptop and configuring it for their talk.) Set up all the hardware in the morning, make sure everything works, and then don't touch it. The speaker sends us their slides in advance; we'll make sure they're available on the speaker machine.

You can already see some pitfalls.

  • We need to provide two laptops per room! We had five rooms this year -- which is a lot of rooms, yes -- that's a total of ten machines. (We found a place that would rent us ten laptops.) (Actually we bought them with the explicitly-spoken intent to return them afterwards. So, rented with a 100% deposit. Scary but it worked out.)
  • We didn't provide our own room cameras; we relied on what Drexel had available. Hope it fits our setup! Also, not every room had a computer to run the camera. We had to source one extra machine to cover that.
  • Speakers hate sending stuff in advance. Some of them will still be editing their slides on Saturday morning.
  • What format do we accept for slides? Speakers want to use Google Docs, Apple Keynote, good old Powerpoint, PDF, Canva -- what the heck is Canva? I'm sure there's more. We shoved everything into Google Docs for consistency, but of course there was friction. I saw messed-up fonts, messed-up layouts, animated transitions got lost... you can imagine.
  • What if the speaker wants to do a live software demo? We've had those in past years. Sometimes you really do need to bring your own laptop. Then the tech crew has to swap that in for the conference-provided speaker machine. Log it into Discord, make sure it streams, oh god the webcam/wifi/battery isn't working, now what? Argh! Many risk factors here.

It worked! We made it work. (And, again, by "we" I mean Logan and JD and the tech volunteers.) However, making it work was, well, a ton of work. The volunteers were swapping machines and testing and verifying the setup in every room, every session. They were overloaded.

At one point on Saturday, we put the whole conference on pause for 15 minutes so that the tech people could catch up. Just pushed the whole rest of the day's schedule by a quarter-hour. It's good that we were able to do that, but we shouldn't have had to.

And for 2026?

At the end of the conference, JD said "Next year: all slides in advance." That is, no more laptop swapping. Speakers may not present with their own machines. Use the provided speaker machine and like it! (Mind you, we'll try have PowerPoint available.)

This makes me sad! I love the live software demos. I love weird hardware. NarraScope hasn't had much weird hardware, but I sometimes go to @party in Boston and they have, like, Commodore 64 demos. Amiga demos. Oscilloscope demos! I mean, I'm sittin' there on the Group W bench and the biggest, glowiest oscilloscope demo of them all sits down next to me, and he says, "Kid..."

(I couldn't poke my head into @party this year because it was the same weekend, dammit. Maybe next year.)

Now, this isn't a final decision. We're all sad about the idea of strictly requiring Google Docs. We've talked about it in the past week. The current idea is to strongly encourage turning in slides in advance, in a known format. Then the exceptions (live demos, etc) will be a short, known list, and the tech team can focus their efforts appropriately.

More updates as they happen.

(The question of how many tracks we will have is beyond the scope of this post. Like I said, five rooms was a lot. There's a strong sentiment to drop back to three next year. But that decision is over the horizon still.)

More edge cases for the 2025 plan

I list these for completeness. I don't think we planned these in advance, but none was a major headache as far as I know.

A speaker who just wants to talk, no laptop or slides or anything: Point the room camera at them and stream that to the Discord stage. (In this case, we only use one machine. The recording OBS machine will also stream to Discord.)

A live panel discussion: Same as above; you point the camera at three people. They may have to pass a mic back and forth.

A remote speaker: They will log into Discord from home and present from there. You will have to give Discord stage streaming privileges to the speaker's personal account. The presentation machine will have to view Discord and push its display out to the room projector.

An all-remote panel discussion: Everybody logs into Discord and you have an N-way Discord chat. Again, the presentation machine pushes that out to the room projector.

A panel discussion with both local and remote participants: Doesn't work! (Okay, this was a headache.) If the local participants sit in front of the screen they're being projected on, it's audio feedback hell. We had to move the local participants into the room next door, thus making them "remote" -- so it turned into all-remote panel. Don't roll your eyes; it worked.

Wednesday, 02. July 2025

Renga in Blue

The Dark Crystal: They Lit the Fires of Prophecy and Took Counsel From the Flames

(Continued from my last post.) I have attracted a few readers who are interested in The Dark Crystal (the movie) and maybe don’t know about The Dark Crystal (the game) and are new to this blog. So to clarify for their benefit: I am doing a playthrough where I blog about every step; because this […]

(Continued from my last post.)

I have attracted a few readers who are interested in The Dark Crystal (the movie) and maybe don’t know about The Dark Crystal (the game) and are new to this blog. So to clarify for their benefit: I am doing a playthrough where I blog about every step; because this is an adventure game, sometimes I make a lot of progress, sometimes I make very little, but I still find documenting either is important in that it encompasses the real experience of playing adventure games circa 1983. This is still before Sierra had official hint books.

I did not make much progress, but I still have a lot of details to go through and theories.

The first thing I tried was simply to replay from the beginning to see if there were any details I missed. The stones that I ended my post with do have a description…

…and that description is meant to indicate the tree is something important.

I’d like to say I thought through in the same direction as Roberta Williams, but in the end I was simply using my regular adventurer reflexes built over time. While in the cave mucking about with the urSu scene again I tried DIG just in case there was some secret item left over, and the game responded:

USING THE SHALE, JEN DIGS IN THE GROUND FOR AWHILE, BUT FINDS NOTHING.

Huh. Sometimes “you dig around a bit and don’t find anything” is just the author’s way of putting off a common verb, but in this case specifically holding the shale enabled (for me, inadvertently) the act of digging, so that meant digging had to be relevant somewhere. I thus went about digging every single room I had accessible in the game, and as part of that I hit that tree.

The shadow graphics even kind of point at the digging spot.

The flute from the start of the movie! I had been wondering where that ran off to. I do want to emphasize I solved this purely by lawnmowering and only realized a clue was intended after the fact.

I think I’m otherwise finished with the starting area, but I can’t be 100% sure. However, for now I went to the area past and tried DIG and PLAY FLUTE in every single room, with no use at all. Still, I eventually unearthed some interesting spots on the map, which I have marked below.

Blue indicates points of interest. Green marks points of interest where I haven’t gotten anything to happen.

The southmost point is at the lily pad I was suspicious of: “VERY THICK STEMS” where “TRY AS HE MIGHT, JEN CANNOT TEAR ONE OF THE PADS LOOSE.” I realized not long after hitting “send” on my last post that the shale is described as sharp, so I ought to be able to apply it to cut the pad.

This landed a LILY PAD in my inventory that is described as having a “THICK, RUBBERY FEEL”. I thought briefly it might work as a raft on the flowing river but no verb I tried worked, even though FLOAT is an accepted verb.

While I’m at it, I should mention I did create my verb list. The game boots on the first side of the first disk (1A), the early area and the wilderness before the Pod Person town is on the back side of the first disk (1B). The disk swap then requires flipping to 2A (second disk, front side), and I assume 2B has the end parts of the game. I mention this because in Time Zone the verbs were not consistent between the disks, but here I think they might all be from the same set:

I tested every verb on the list; green means they were understood by the parser. The oddball I have marked in blue — UNTIE — seems to be a bug:

JEN SHOUTS, “HELP!” UNFORTUNATELY, HIS CALL IS NOT ANSWERED.

You can get the same result from HELP.

While some of the verbs are clearly “fake” (CRAWL, ENTER, JUMP, and LEAVE all ask what direction, but the game is just steering you to the fact it wants cardinal movement directions) this is still a quite substantial list. Working my way up to where the SLING is just lying on the ground, I went through all the possibilities to try to get the sling to work with the shale, but no dice.

IT LANDS HARMLESSLY SEVERAL YARDS FROM JEN’S FEET

I tried this on the flying eye in particular (which really seemed begging for a good sniping)…

…but I always got the same result. With a little noun-hunting (trying to GET items that aren’t there to see if the parser at least understands them) I found this game has the existence of a PEBBLE, but I have no idea where it is.

(And yes, Jen comes from the Valley of the Stones. No good-sized pebbles around? This is worse than the quest for a ladder in Time Zone; at least in that game, one gets a sense that you have to follow the unspoken “rules of the time machine” for it to operate properly which is why you can’t just swing by a store and pick one up.)

The Village of the Pod People, incidentally, gets a few interesting reactions:

  • You can TALK PEOPLE and get the information that the name they call themselves is APOPIAPOIPIDIAPPIDIDIAPIAPOH, which translates into “master gardeners who live in bulging plants”.
  • This is the only place I’ve found (so far) DANCE will work. (“WHY NOT? ALL WORK AND NO PLAY MAKE JEN A DULL GELFLING.”)
  • This is the only place I’ve found (so far) SING will work.

Maybe it’s just here for color. Would Roberta Williams do that? (Given the amount of empty space and red herrings in Time Zone, yes she would.)

To the west of the village is a mossy rock, where you can de-moss it (GET MOSS) while holding the sharp shale to reveal an interesting spiral.

Rather cryptically, looking at the spiral then just gets the response that Jen “GLANCES BRIEFLY” at the spiral but “LOOKS AWAY WHEN HE FAILS TO NOTICE ANYTHING SPECIAL ABOUT IT.” The boulder is too heavy to move and you can’t take the spiral with you. Maybe it’s a hint to a direction puzzle later.

Just south of the boulder are the ruins I was having frustration with before. The room seemed significant (including two flat stones) but I couldn’t get any verbs to work. I returned with my full list in green and tried every single one before hitting paydirt with RIDE STONE. Hah! (Yes, SIT STONE works, it just counts as a synonym, but I found RIDE first.)

Examining the hieroglyphics gives mention of a two-pronged flute, a crystal shard, a female Gelfling, a castle, and a triangle in a circle. I suspect the triangle/circle combo will somehow be used later (I am already trying PLAY FLUTE in every single room so if it’s a clue as to where it gets used, I’m going to sweep it up by default anyway).

I got curious if this had an equivalent in the movie, since this seemed like a weirdly specific room. I’m still avoiding spoilers, but I managed via Internet search to hit a page on the official Dark Crystal site that explained:

When the Skeksis began to take Gelfling, as well as Pod People, as slaves, the Gelfling were dismayed. For once they thought of the future. The Gelfling sought to know if the Crystal might be healed and if the Skeksis rule must continue. They lit the fires of prophecy and took counsel from the flames. Seven circles of seven Gelfling lay on the hilltops all night; their faces to the stars. Their dreams were made of stone; the Wall of Destiny still stands.

In a history of game-design sense, I’d like to point out despite this first seemingly the Big Empty Grid passed down from Time Zone, this is much more dense, and in fact I’m started to be reminded more of the layout of the King’s Quest games (which all the way up I-V had the landscape divided into a grid). Again, we seem to be closing in on the standard point-and-click layout, partly enabled by the use of Henson’s artists allowing for somewhat richer landscapes.

In terms of me being stuck, well, hmmf. I’ve still got the Landstriders who don’t want to be ridden…

The sound at the end is a Garthim barging in. I’ve started to suspect the Garthim attacks are evadable in a real time sense, that is, if you go in a direction fast enough you get away, and if you wait, you won’t. Which is sadly again like King’s Quest 1.

…and the eye that stubbornly refuses to be sniped, and the river that doesn’t want to be crossed, and the chasm, and the spiral (maybe), and the village. I still feel like I’m missing a piece. Even if I summon up the missing PEBBLE, will what I get from shooting down the eye really help with the other puzzles? I need to comb through the rooms again to check if I’m missing a detail.

Tuesday, 01. July 2025

Renga in Blue

The Dark Crystal (1983)

One of the great challenges of designing The Dark Crystal was to create a world that had never been seen and yet could be instantly accepted as a real place with a history and an ancient philosophy. I created a cosmology with meaningful symbols that could penetrate the very fabric of the costumes and the […]

One of the great challenges of designing The Dark Crystal was to create a world that had never been seen and yet could be instantly accepted as a real place with a history and an ancient philosophy. I created a cosmology with meaningful symbols that could penetrate the very fabric of the costumes and the film’s architecture, every visual element important information of this particular world’s past, its ideas, and its destiny. It had always been our intention to create a tale with the weight of myth; a story that felt as though it had been told many times before to another land.

— Brian Froud from The World of The Dark Crystal, 2020 reprint

Jim Henson had his initial concept for the feature film The Dark Crystal start to form in 1975; through the rest of the 70s he did world creation and visualization with the artist Brian Froud, and made a initial script while waiting out a snowstorm. He made the feature film The Muppet Show first, and was only able to get initial funding on The Dark Crystal by agreeing to make a Muppet film follow-up (The Great Muppet Caper). Work from co-director Frank Oz on The Empire Strikes Back also intervened.

A thousand years ago the Dark Crystal was damaged, starting an age of Chaos; during this time the world was ruled by lizards known as the Skeksis. Jen, an orphan from the oppressed race known as Gelfings, is sent on a quest for the missing shard in order to save the world. Poster source.

These delays meant shooting didn’t happen until 1981. It’s tempting to think, then, that the production was “tortured” — especially given the technical hurdles of a live-action movie made entirely from puppets — but it’s more accurate to say it was a slow burn due to financial priorities. Still, the final movie was and is polarizing, somehow being declared magnificent and terrible at the same time. I think the best explanation of what happened can be seen with an excerpt from the test-screening voice track to the movie. The video lasts two-and-a-half-minutes and while it’s usually just fine to breeze on by whenever I drop a video clip, in this case I highly recommend a watch before moving on.

The clip has the Skeksis — the villains of the movie — gathering around the dying Emperor. All the dialogue is hissing in the Skeksis language, with no subtitles. This was Jim Henson’s original vision, and it is the one that showed in the “first edit” that played to an audience in Washington, DC. Henson wrote in his journal:

First preview Dark Crystal in Washington DC – not great.

He had already been warned beforehand that trying to have the Skeksis only talk in their own language without subtitles (with people understanding it “like an opera“) was not going to go well, but the baffled audience of March 19th, 1982 reinforced this; the script underwent a round of edits to have English dialogue added to dub over the fantasy language, where the words had to be lip-synched the best the team could.

Annotations by Jim Henson (on top) and Frank Oz (on bottom).

Still, these changes happened after the scenes were filmed, meaning the essential action was already locked into place. Given that the goal was to have the scenes understandable without knowing the words, the scenes were already done in an “elemental” way, and the dub-over process could not help being awkward. Perhaps more importantly, it was well within Jim Henson’s vision to have parts of the movie understood only partially, where the mood and the world universe was more important than individual lines of dialogue. (If you want to try the original March 1982 experience, there’s a fan reconstruction online called The Darker Crystal.)

Even after these changes the studios involved still wanted modifications, and Jim Henson ended up buying the movie outright with his own money (obtained via Muppet merchandising) for $15 million so he could release it on his own terms. Still, just based on the limits of feature-film length, the deep backstory didn’t really make it to the film as intended; Froud notes what ended up on screen was only “a fragment of this other world.”

Jen the Gelfling, from the original movie.

At the same time as the original test screening, Sierra On-Line finally came out with Time Zone, a game intended for the prior holiday season. That was Roberta Williams’s attempt at a magnum opus, a game that would go on forever. (Concatenating my time spent, I beat it in 24 hours, but it was over a period of two months.) During this same time Sierra was trying to reach past their free-wheeling early years into something more “professional”.

The first few years of Sierra could be described as total anarchy. It is easy to survive (and, thrive!) when you have no competition and your customer base is experiencing explosive growth. And, to be fair, at the very beginning, most of Sierra’s employees were barely out of high school. The party atmosphere was probably appropriate to the time.

By 1982, it was obvious that the “free for all” craziness of Sierra was not going to work. We needed discipline.

— Ken Williams, Not All Fairy Tales Have Happy Endings

While the growth of the emerging market competitors was scaring Ken Williams, he was also spooked by a lawsuit with Atari. In 1981 Sierra had released the game Jawbreaker for Apple II, one of the many many Pac-man clones, and Atari went after clones with a giant legal hammer. Sierra won on the basis of differentiating themselves from the “look and feel” of Pac-Man; in order to justify this they brought a full-sized Pac-Man machine in court along with giant Pac-Man posters to compare with Jawbreaker’s branding.

To be fair, I think Sierra had a point. Pictures from Mobygames and eBay.

However, winning also involved legal fees, and in January 1982 Ken Williams cites having to spend $30,000, and remarked

It’s been real expensive to fight Atari. I don’t know whether I would do it again. If they decide to come after me with appeals, at some point I might have to lie down and die.

which is a frankly odd admission to be making in public, but I think gets a good sense that Ken knew there was the potential for tangling with larger forces on the horizon.

In the spring came a call from Jackie Morby of Boston-based TA Associates offering a million dollars for a percentage of the company and a place on the board. Roberta Williams was hesitant at the possibility of losing some independence, but as Ken writes:

I, on the other hand, thought that it would be good for us. There was a side of me that knew that, for the company to realize whatever potential it had, it would need to stop just being “kids behind a print shop” and take steps to become a real company. Also, Ms. Morby was promising something I dearly needed; someone to talk to about business. I would be free to pick her brain and to speak with the heads of the other companies she invested in.

Ken also mentions, somewhat ominously: “Once we had accepted venture capital, it became like any other drug. No one stops after the first hit.” Even more ominously, quoting Jackie Morby from 1984: “There are investments that only double in value: they aren’t very exciting.”

The two end results were the aforementioned “professionalization” as planned, but also — at the coaxing of the new board — an entrance into the cartridge realm. This was where the “real money” was; for Atari 2600s alone, there was an install base of more than 15 million by this time. (For context, Sierra’s main platform of the Apple II eventually reached an install base of about 6 million… by 1990. Picking one of the more generous estimates I’ve seen, by the end of 1982 Apple had sold less than half a million.)

Jawbreaker got an Atari 2600 version already by the end of 1982, but through a different publisher; Sierra started making their own cartridges in 1983. This ended up being right when the market crash started so while profit doubled the year before, the whole fiasco ended up almost sinking the company with unsold cartridges, but that’s a story for another time.

The elevated profile of Sierra On-Line also extended to film companies. For The Dark Crystal, the instigator of contact was Christopher Cerf, longtime songwriter for Sesame Street.

Trivia: Cerf got named in a lawsuit over the song above when the Beatles catalog was owned by Northern Song of Australia (desired payout: $5.5 million) but then Michael Jackson bought the company and the lawsuit was settled for $500.

Cerf was an Apple II superfan and by 1979 had already given the Apple II bug to Jon Stone (writer for Sesame Street) and Jerry Juhl (writer for The Muppet Show); both started using a word processor for their scripts.

It became a familiar sight to see Jon Stone on the set directing a “Sesame Street” episode with a rolled up copy of the latest script, hot off his Epson printer, in his back pocket.

Cerf had a professional connection to Sierra as the publicity firm he worked with also had Sierra as a client. He convinced the Henson group to connect with Sierra On-Line for the project, and flew to California with Mary Ann Horstmeyer (project manager for Henson) to meet Roberta Williams directly. Cerf called the resulting product “interactive fiction”.

Quoting from a 1982 TV interview with Ken and Roberta:

Roberta Williams: He [Jim Henson] has a new movie coming out called The Dark Crystal and it’s coming out in December and him and a few of his friends have played my adventure games in the past and really liked them a lot and they thought that they wanted an adventure game based on their movies. So they’ve been working with me on the design of this game. Their artists have been doing the pictures, and they’ve supplied me with all the information I could ever ever need, and it follows the storyline of the Dark Crystal really really close.

Three points from that last sentence worth isolating:

a.) Their artists have been doing the pictures

We no longer have Roberta Williams herself or a lone 19-year old producing a gigantic amount of art. Quoting Williams from a different interview:

This adventure isn’t like any we’ve done before. Jim Mahon, the art director at Henson Associates, sketches each page of the action and sends it to me. My people translate the sketches onto the Apple with graphics tablets.

Then the hi-res pages are sent to Jim Mahon for his approval and suggestions. Actually, everyone in New York helps out. Harriet [Yassky], Mary Ann [Horstmeyer], and Chris [Cerf] all review each screen and make suggestions

This is good to highlight because you will see a marked jump in quality compared to Sierra’s previous work.

b.) they’ve supplied me with all the information I could ever ever need

As I’ve already alluded to, Henson Associates created truckloads of backstory; and Sierra got their hands on it. Ken Williams was “shocked at the number of binders full of drawings that provided the minute details behind the movie.”

A Skeksis from the cover of The World of the Dark Crystal, a book by Brian Froud of conceptual art.

Ken also writes that:

Every character had a character sheet providing a full description of the character, their back story, illustrations of how they would look in various clothes and animations, and even samples of how they might speak.

The important thing to highlight (for our story) is that there was more to draw on than what made it to screen, which ties into…

c.) it follows the storyline of the Dark Crystal really really close.

In the same interview Roberta returns to the idea of “how close an adaptation is it”.

…it is primarily based on the movie. The storyline is there and you definitely get the feeling of the story and what’s happening just like in the movie, but a lot of the time there are puzzles that I added that weren’t in the movie but still have the same feeling of the story. There might be things that did happen in the movie but I changed them around a little bit so the same the basic stories there but but obviously we didn’t want them watching the movie and then just come home and play the game and solve it.

Christopher Cerf again:

You run into all the characters from the movie, and you can reply to them in different ways. But you can do things differently than the way they happen in the movie. Your game can end differently than in the movie. You can try out other possibilities. You can say, “What would happen if I tried this.”

While The Dark Crystal was not the first official movie-tie in game (both Raiders of the Lost Ark and E.T. for Atari 2600 came out in 1982, and you can extend an argument to Superman from 1979) it was the first one on a platform where it was possible to follow the plot of the movie in a step-by-step way; this turned out to be an overarching concern, either spoiling the movie plot by playing the game, or having the game follow the movie plot closely enough to be spoiled. Henson Associates were agreeable to the idea of modifications to the story, but given how early this is in videogame history, this isn’t an obvious standpoint to have. Two years later, this became a giant pain point with Disney as Sierra was working on their adaptation of The Black Cauldron.

A week later Al [Lowe] and Roberta received back their design, with major portions of it removed. Many of the removals were because they had included things that “didn’t happen in the movie.” For example, if there was a ladder in a room, and in the movie the central character never climbed the ladder, then Disney’s representatives didn’t understand why they should be able to do it in the game.

All this became relevant for my playthrough. Roberta Williams claimed it was fine to either watch the movie first or play the game first. My memory of the movie is from 25 years ago when I last saw it, so I don’t remember internal details; I remember being confused, or to paraphrase one review, it felt made up as it went along. Hence, I’ve sort of both watched and not-watched the movie at the same time. I refreshed my memory up to where the main character Jen gets his quest, but I’ve stopped there by the theory the game is supposed to be solvable without mimicking what was seen on screen. This may end up being a bad idea, but it’s the sort of thing I’m here to test.

Regarding “1982”, this game slipped the Christmas season just like Time Zone. A mention at the The American Toy Fair in February 1983 calls it a “preview”; it seems to have hit shelves not long after.

As the manual indicates:

…you will become Jen, hero of “The Dark Crystal.” You must find and restore a shard to its rightful place in the Crystal before the Great Conjunction of the Three Suns. Fail, and the world is doomed to live forever under the rule of the ruthless Skeksis. … The computer becomes your hands and feet, eyes and ears.

This game marks, importantly, the Sierra shift to a third-person perspective. Jen is visible in all scenes. All that’s needed is more direct character movement and a more zoomed-out perspective (akin to Castles of Darkness) in order to arrive at the King’s Quest 1 style perspective that would remain the paragon of standard point-and-click games ever after.

No flute, even though Jen has one at the start of the movie.

No matter what you type, the next scene is forced:

That’s all the directions you get. I originally thought we’d have a linear design from here (like Mission: Asteroid) but this is back to Roberta Williams doing a wide-open space, and it is quite easy to go the wrong way.

You start in a 3×3 area where as far as I can tell all of it is scenery…

It’s not obvious there’s an object here, but you can take some shale.

…but if you go farther north (and it isn’t marked this will happen) you end up taking a one-way trip (“JEN FALLS HEADS OVER HEELS DOWN A STEEP SLOPE”).

If you avoid seeing urSu long enough the game will end because he will not pass on the important knowledge about stopping the end of the world, but you’re already softlocked if you’re past the one-way arrows anyway. (His “counterpart” is skekSo the Emperor, the Skeksis who died in that no-English-or-subtitles scene I linked earlier. According to the official site, the lore goes that urSu “allowed himself to die” because this also would kill the Emperor.)

After enough alternate-Jen lives I mapped things out and found out I was supposed to be going due west (no hint, really!) to find the cave which also shows up in the movie.

You can LOOK BOWL to see an image of a crystal, but TALK URSU is needed to get an explanation. It’s in all-caps Apple II style, so I’ve made it a little more readable:

urSu sighs and says, “At the time of the Last Conjunction, or coming together, of our world’s three suns, the evil Skeksis gained control of the Great Crystal that rules our destiny. The Crystal cracked and darkened. And Dark it will remain until a piece that broke off — the Crystal Shard — is restored.

“There is a prophecy that the shard can be replaced only by Gelfling hand, and only at the time of the next Great Conjunction. If this prophecy is not fulfilled, the Skeksis will grow even more powerful, and their reign will last forever.

“Jen, to you has fallen the task of healing the crystal. And it is time for your quest to begin, for very soon the three suns will once again be joined in a Great Conjunction. You will find Aughra, Keeper of Secrets and Watcher of the Heavens. She may have the shard you seek.

We’re not done! Next screen:

“Gelfling, I leave you with a final puzzle: what do the Sun Brothers quarrel about?”

“Find the answer to this mystery and present it to Aughra. Only then can you gain entrance to her observatory.”

“And now Gelfling, our roads must curve apart. We may meet in another life … but not again in this one …”

With these words, urSu dies, and his lifeless body vanished from the sleepframe.

This doesn’t come off that bad written out on a normal screen, but on an Apple II — to my modern eyes — it looks like an info-dump. I’m unsure if there was a better way to handle the scene, though.

I haven’t found anything else in the starting area, but it’s easily possible I’m missing another object like the shale. However, moving on for now, the only way forward is past the one-way barrier on the map.

The purple markings indicate disk swaps. Not only are we in another open area, but rather arbitrarily the game instructs you to swap from disk 1, side B over to disk 2, side A, and while exploring this might mean flipping back and forth multiple times in quick succession.

When entering the Village of the Pod People, I wanted to immediately turn around and go south again, resulting in a disk swap back. I incidentally have found nothing yet I can do here. Maybe the movie would help but we are past the point (roughly 7.5 minutes in) I stopped watching.

There are two monsters that appear, in the style of Roberta’s beloved Crowther/Woods adventure. First is a Garthim, a creature that serves the Skeksis.

You can flee the first encounter safely, but not the second.

Second is a crystal bat with an “eye” that follows. You wander a bit and it goes away. I’m not sure if it has a particular effect in a particular room, or if you’re meant to leverage it to help with a puzzle.

The only item I’ve found (other than the shale) is a sling. You might think the sling would help with either encounter; I can SHOOT SHALE but either “IT LANDS HARMLESSLY SEVERAL YARDS FROM YEN’S FEET” (with the bat) or “TOO LATE!” (with the Garthim; I suspect you can only run).

It may be that both encounters are meant simply to be avoided. With things mapped out it isn’t necessary to hang out long, but I truly am stuck so I don’t want to discount anything. My only two potential points of progress are a chasm…

…and a GREAT RIVER with a SWIFT CURRENT that may not be traversable at all.

There are a couple more places where I am suspicious there is more to do, most primarily a hill with LANDSTRIDERS. You can type RIDE LANDSTRIDERS and the response is “THEY KEEP THEIR DISTANCE AND WON’T LET JEN APPROACH”.

This also shows the bat, which is following along.

There’s also some ruins with two flat stones that look like they ought to mean something but stubbornly refuse to be helpful.

You can try to CLIMB TREE in some places, and I’ve also found spots where TAKE FLOWER and TAKE LILY work, but none have been helpful either.

This is suspicious, at least.

I won’t discount a random seemingly-bland filler room containing a secret item (like with the SHALE) so I need to comb over everything again carefully. Despite the negative parts (bizarre opening where you can get lost and lose right away, rapid disk swaps from just moving around the landscape) the art is genuinely pleasant at times and I do get the vibe of Weird I got from the original Dark Crystal. Mind you, I could just keep the movie playing and it’d get all the way to the end without me understanding everything, and here that likely is not the case.

Hopefully over the chasm next time!

Still noticeably Sierra with the occasional jank, like the Pod People faces from earlier, but the professional artists help immensely.

Monday, 30. June 2025

My So Called Interactive Fiction Life

Sharpee's Architecture Solidifies

RewindA little over three years ago I started playing around with elements of a new IF Platform built in C#. The vision included a graph data store, text service, and not much else. Then when ChatGPT arrived, I was able to make some progress, especially learning new patterns, but

Rewind

A little over three years ago I started playing around with elements of a new IF Platform built in C#. The vision included a graph data store, text service, and not much else. Then when ChatGPT arrived, I was able to make some progress, especially learning new patterns, but those early models were very bad. Each time a new model was introduced, I'd start over and see where it would lead, but the capability of the model, the context window, and the amount of time given was nowhere near enough to handle a complex system.

When Anthropic released its first model under Claude, I switched over to their paid plan. The context window was still a serious limitation and the interface was limited. You could upload your files to a project, but eventually you'd reach the limit and have to figure out ways to cheat that limitation. Eventually I paused, realizing the model and context windows were close, but not good enough.

I also struggled to get Claude to write C# well and so I asked it why this seemed to be a problem. Shockingly, it admitted that C# was a second-tier language in its database and that the optimal languages were Typescript and Python. SO after doing some R&D and switching to Typescript, it became clear that Typescript was a better platform in any case. And if I want, I can do a secondary project to convert a working Typescript version back to C#.

Then Claude Opus 4 arrived as well as higher subscriptions. I started with Opus 4, but almost instantly upgraded to the MAX $100/month subscription. I also downloaded Claude Desktop which allows you to use MCP (Model Context Protocol) which is an obscure method of talking to "other things". The built-in MCP is file_system, which allows Claude Desktop to see a directory on your local file system. I'd tried using before the MAX upgrade, but it was cranky. There's a known bug where Claude will respond to a prompt, then wipe out your prompt and its response before you can read it. Upgrading to MAX has mostly eliminated this issue and restarting the app seems to clear it up.

With Opus 4 and MCP and MAX to Success

This combination is the game changer for generating code with GenAI. There are still a lot of general engineering disciplines you have to adhere to, but you can get extraordinary results when you learn these guardrails.

The guardrails include:

  • Write design documents with development standards.
  • Write ADRs (Architecture Decision Records)
  • Repeatedly request "professional" assessments. (You are a professional IF Platform Designer and Developer but also know my vision)
  • State your vision and criteria clearly to Claude. For Sharpee, this was:
    • queryable world model
    • event source story and system messages
      • story messages will allow a post-turn text service to construct output
      • system messages show everything that happened within the turn (parser, validation)
    • loosely-coupled architecture stack
    • fluent user DSL for authors
    • no virtual machine
    • typescript (with some dev standards like don't use enums)
    • no unit tests until a layer/module is "design stable"
  • Repeatedly request check lists of bursts of work to keep the model on track. I can stress this enough. These models will run amok if you don't contain them. Even with these guardrails, Claude will sometimes get confused about "where we are" and start undoing or reworking solved problems. Luckily it's very good when you scold it and it will revert changes correctly.

Today

There is still a lot of work to do. I have no indulged in the Forge DSL authoring layer yet, but I occasionally will ask Claude to validate what something might look like and that we're not breaking our vision. The Text Service is still a theory, though I am confident the event source will be more than sufficient to emit text in standard IF form. The challenge of combing text will be an interesting effort.

The diagram is slightly out of date, but it's close enough to share. I don't see any major changes at this point. The internal pattern of Validate->Execute and external pattern of Parse->Validate-Execute seem to offer an elegant design.

Traits and Behaviors

One thing that came through in the design process was stepping away from "objects" and moving to something different. From this Traits and Behaviors were born. Traits are things in the traditional sense. So RoomTrait is what you add to an Entity to make it a Room. The RoomTrait contains the data. RoomBehavior contains the logic. Claude and I have thoroughly examined how this extends to story development and its quite beautiful.

Summary

I would say Sharpee is about 75% complete with no major architecture changes in its future. The remaining work is integration, testing, and developing the Text Service and a few sample games.

Saturday, 28. June 2025

Key & Compass Blog

New walkthroughs for June 2025

On Friday, June 27, 2025, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi. Cut the Sky (2025) by SV Linwood In […]

On Friday, June 27, 2025, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi.


Cut the Sky (2025) by SV Linwood

In this science fiction story, you play as a swordsman. You’ve been wandering for a long time. In the Oeserl Plains, a brigand demands your valuables. You should examine what lies here, and you should talk to him, but you solve most problems with your sword.

This game was an entry in the Main Festival of Spring Thing 2025, where it was awarded Best in Show.

IFDB | My walkthrough and map


Fat Bear (2025) by Charles Moore, Jr.

In this game, you play as a mature adult North American brown bear, also known as a grizzly. And what does a bear in the woods do? Eat everything he can. After you’ve eaten twelve meals, there’s one last place to explore.

This game was written in Dialog and was an entry in the Text Adventure Literacy Jam (TALP) of 2025, placement to be determined.

IFDB | My walkthrough and maps


Fixing Time: A Hack & Makerspace Adventure (2025) by Richard Pettigrew

In this adventure, it’s 2025 and you’re visiting the Hack & Makerspace, a place where everyone can build, repair, and experiment with technology. Someone’s even made a temporal relocator, but it’s missing a few parts. Where and when will this quest take you? Who will you meet? And what will you make?

This game was written in Adventuron and was an entry in the Text Adventure Literacy Jam (TALP) of 2025, placement to be determined.

IFDB | My walkthrough and maps


Escape from the SS Borgarís (2003) by Kevan Davis

In this escape game, you play as a stowaway on a cruise ship, but when you emerge from your hiding place, you find the ship deserted except for an abandoned baby and a cat. What happened? The decks outside are freezing!

This game was one of three participants in the Second 24 Hours of Inform.

IFDB | My walkthrough and map


Escape from the Troll’s Cave (2024) by Garry Francis

In this short and very easy game, you play as a student who skipped school to visit a carnival. But the “Troll’s Cave” wasn’t a free ride. It’s an administration building, and the resident troll demands you pay a toll of 41 cents to leave.

IFDB | My walkthrough and map


Guilded Youth (2012) by Jim Munroe

In this game that switches between a BBS guild of RPG-themed adventurers and their real-life teenage counterparts, you play as Tony the Thief. In a few days, the Oakville Manor will be demolished. You intend to make several midnight raids to loot the place of its remaining valuables before then, but you may need a little help.

This game was an entry in IF Comp 2012 where it took 3rd place; it also won the Miss Congenality award. At the 2012 XYZZY Awards, it won the Best NPCs award; it was also a finalist in the Best Use of Innovation category.

IFDB | My walkthrough and map


Retool Looter (2025) by Charm Cochran

In this sci-fi espionage wordplay game, you play as Agent Quintrell, armed with a portable reverser that can reverse maps into spam. Seven agents have been reversed by your adversaries into inanimates. Your mission is to infiltrate their compound, locate the reversed agents, and rescue them.

This game was an entry in the Main Festival of Spring Thing 2025, placement to be determined.

IFDB | My walkthrough and map


Stealth Adventure (2024) by not me

In this very short and deliberately bad and broken game, you play as a secret agent. Your mission is to find the secret papers and destroy them before they fall into the wrong hands. Not recommended.

This was an entry in the Really Bad IF Jam of 2024. By the author’s request, this game is not listed on IFDB.

My walkthrough and map

Friday, 27. June 2025

Zarf Updates

Layoffs at Cyan

Layoffs at a game studio aren't news any more, but I guess I'm on this beat. If nothing else, this blog has a longer searchable history of Cyan history than Cyan does. Yesterday Cyan posted one of those all-too-familiar dark-mode press releases: ...

Layoffs at a game studio aren't news any more, but I guess I'm on this beat. If nothing else, this blog has a longer searchable history of Cyan history than Cyan does.

Yesterday Cyan posted one of those all-too-familiar dark-mode press releases:

Today we would like to share with you some very unfortunate news. Despite our best efforts to avoid it, Cyan has made the difficult decision to reduce our overall staff size—resulting in the layoff of twelve talented staff members, roughly half the team—effective at the end of March. Industry conditions have forced us into a tricky spot where we are having to weigh the future health of our studio against the month-to-month realities of game development in 2025. Throughout the past year, we have been ultra-transparent with the entire Cyan team about the choppy waters we find ourselves in, as well as the dangers ahead. While the news of a layoff was not a surprise to the team, it was (and is) still deeply saddening for all of us. Although we have done our best to pad the landing for those affected with severance packages, we would implore any fellow developers looking for world-class talent to reach out. For now, our number one priority is to secure financing for our next project, and to restabilize the studio. We've been around for a very long time, and have been through tough times before. Our sincere hope is to continue to be around, and to provide the types of experiences that only Cyan can deliver. As always, we are grateful for all the love and support from our amazing player community. Sincerely, Cyan Leadership

--@cyan.com, March 28 (also Instagram and probably other forums)

(Cyan people confirmed on Discord that this was discussed in advance within the company.)

The Bluesky thread goes on to link a list of ten of the affected people. The only name I recognize is Ryan "Greydragon" Warzecha, who's been a producer and animator at Cyan going back to the Uru days. I recall Ryan telling me in 2018 that he'd been laid off by Cyan three times! I guess now it's four.

This news comes right after their announcement that Firmament has entered Playstation certification, and a week after they released Rime for the new Myst. In retrospect, it looks like they've been clearing the backlog of dev work before the planned layoff.

Why did this happen? Cyan hasn't given any more detail, but the only possible answer is "Myst and Riven didn't sell as well as we'd hoped." And whoever they called to get financing hasn't come through.

Note that Cyan is an independent studio which is still owned by its original founders. A lot of these layoff announcements happen when a corporate megalith controls a studio and decides to slash it for the sake of their quarterly earning calls. But that's not what's happening here.

The "next project" Cyan mentions is the "new game in the D'ni-verse" -- that is, the Myst setting but not a direct sequel to the Myst series. We recall that they snuck the word "PREFALL" into a store page, so that's what fans have been calling it.

(Cyan has never ever called this game "Myst 6". Then again, around 2022 CDPR was insisting that the next Witcher game would never be called "The Witcher 4". Sometimes Marketing wins the argument.)

Whatever the title, Cyan has a game planned, and they still have enough people to make progress on it while they hunt for funding. Presumably if they get money they'll hire back up.


What about Kickstarter?

Cyan bootstrapped themselves out of their post-Uru slump by running Kickstarters for Obduction and Firmament. (Also some stuff in 2018 celebrating Myst's 25th anniversary; but that was primarily aimed at long-time fans.)

However, it's notable that neither Obduction nor Firmament was fully funded by those Kickstarters. Crowdfunding brought in seed money and an estimate of audience interest that Cyan could use to secure platform funding. Once those games shipped -- in fact, even before Firmament -- Cyan was able to leverage their track record to get financing directly. At that point they didn't need Kickstarter any more.

I guess it's not impossible that they'd try again, but it seems unlikely to work. Crowdfunding is depressed in the current economy just like everything else. And even if a campaign succeeded, Cyan would still need to go out looking for full funding. Which is what they're doing now.


Historical context

Cyan has been up and down, size-wise, since Riven shipped. For a few weeks in 2005 they shut down completely! That was after the original Myst Online launch was cancelled; they spent a year putting Myst 5 together out of leftover pieces, got it out the door, and laid off everybody.

Three weeks later Gametap agreed to fund Myst Online, and Cyan started back up. Except the relaunch didn't go great, and they wound up laying off a bunch of people again in 2008.

Then they went through the Kickstarter stuff I just mentioned. They scaled up again for Obduction, and then scaled back down after that shipped. ("About ten developers" in 2018.) Then Firmament was funded, and they were back up again. Myst got platform funding in 2019 (Facebook by all reports), which carried Cyan through Riven. But no farther, it seems.

So this is just another loop on the roller coaster. We hope! The badness of 2025 is really unprecedented. (You can talk about 1983 but the industry was so much smaller then.) Maybe the investment industry will decide to diversify and start putting money into smaller studios. Maybe the entire US economy will tank. Really no point making predictions at this stage.

Like I said last week: check back in August for the news from Mysterium.


Update (late June)

Even more layoffs today:

Hi all—we're sorry to say that we've had another round of layoffs at Cyan.

We've updated our previously shared sheet to reflect folks still (or newly) looking for opportunities: (Google Docs link)

--@cyan.com, June 27 (also Facebook and so on)

Note that the linked spreadsheet includes people from the March layoff. (Ryan Warzecha, for example.) The list was ten people in March; it's up to 14 now, but I didn't track how many people got jobs and thus removed their names.

I can only imagine that the company is winding down. Not going out of business -- they have some kind of long tail off the existing games -- but dropping down to a few people and putting all future development on hold.

This is pure theorizing, mind you. I have no inside sources at Cyan; I don't even know what the current headcount is. (If I find out I'll update this post!) But two end-of-quarter layoffs with no good news is, well, bad news.

We're probably not getting any info at Mysterium time, either. Cyan has not scheduled a company update or chat event. I don't expect any more announcements until and unless they land some kind of deal -- and that could be any time or never.


Summer narrative games

Home from NarraScope! Here's what I've played this month. The Operator Dungeons of Hinterburg TRON: Catalyst The Operator by Bureau 81 -- game site A shortish narrative game which falls somewhere between the "hacker game" and "bureaucrat ...

Home from NarraScope! Here's what I've played this month.

  • The Operator
  • Dungeons of Hinterburg
  • TRON: Catalyst

The Operator

A shortish narrative game which falls somewhere between the "hacker game" and "bureaucrat game" tropes. You have a computer screen, which is most of your interface with the world. (Not entirely, and the game makes some hay with that.) You're a faceless Fed intelligence operator (not entirely faceless, and see above). You do database searches for the cops out in the field. Mostly this means digging through folders of evidence to find the field that answers a specific question -- "What is the shooter's name?" "What is the inconsistency in this transcript?" And so on.

But then you stumble across Wot You Ought Not, and some nice hackerly interactions get mixed into the gameplay. More realistic than the usual pipe-puzzle hacker minigame, although it never gets trickier than "use this terminal command correctly."

(I appreciated that you can browse databases and evidence folders entirely from the simulated terminal. I get the feeling the game was designed as a pure CLI setup, and the devs added GUI affordances in player testing? Just a feeling.)

The story feels somewhat loose around the edges, and the writing is pretty clunky. Or the translation is -- the developer is French, and the game's faux-American-FBI schtick doesn't really hold up. In particular, when someone is introduced as "Mike TRENCH" and you need to type their full name, it's "MIKE TRENCH" rather than "MICHAEL". Full-ish. And yes, the whole game uses French-style last name capitalization.

And I suspect the voice actors were mostly running on "ham it up and hit these plot points". (Sorry, Barry! Good job on the drawling!)

Anyhow, it's an effective spy thriller if not an effective story. The real-world interstitials, cast in super-blurry non-video, are a neat way to provide FMV ambience on a super-low budget. (And, again, a bit of gameplay...) The story has quite a bit of narrative variation -- a single ending, but several ways to get there depending on how individual chapters go. Mind which wire you cut, now.

Dungeons of Hinterburg

Combination dungeon-crawler and visual novel. Dungeons have appeared in a cute village in the German Alps; now local hostels and weapon merchants are making bank as tourists flock in for slay-cations. You alternate between dungeon-grinding (daytime) and buffing your relations with the locals (evenings).

The dungeons are primarily puzzle dungeons, padded out with combat scenes. Feel free to play on easy or very-easy combat mode. The puzzles are the feature here. Puzzle-solving tools are a fairly familiar mix of bombs and hookshots and magic skateboards, plus some more creative spells. The tool mix changes up from region to region so there's plenty of variety.

This is very cute. (And very relatable to my vacation last year in a cute village in the Dolomites. No monsters on Lake Garda but many ducks!) Exploring the town and chatting people up is fun, and so is the game's take on the bizarre social environment of RPG-as-tourist-industry. Much like Boyfriend Dungeon's "let's dunj" vibe, albeit without the talking swords.

However, the puzzles weren't quite engaging enough to hold my interest, and the combat was just repetitive and boring. (C.f. South of Midnight.) The game clearly wants to break up the dungeoning with visual-novel stuff -- like I said, you alternate modes. But then I found the enforced alternation to be annoyingly restrictive! I wanted to spend time just chilling with the cute slayer chick at the ice-cream stand, but nope, gotta dunj during the day, every day.

I mean, you don't have to. You can spend the afternoon at a scenic vista, or just take the bus back to town. Similarly, you can spend an evening at the movie theater rather than finding an NPC to talk to. It was just... regimented. Every clock tick hustles you along.

I got about halfway through the game, and then decided that it felt too much like work and put it away. The plot was just getting interesting, mind you. Smarmy Mayor! Engaged, difficult character arguments over the future of the dungeon industry! Drat, I'd better not talk myself into reinstalling...

TRON: Catalyst

One more delivery in computer-land and you can call it a night... except the package explodes. Suspicious! The red-neon Core cops want to throw you in the game arena. You would prefer to avoid this. Luckily, or "luckily", the explosion glitched you out and you seem to be experiencing déjà vu...

(You might wonder what kind of a legal system revolves around a game arena. To some extent Catalyst is a novel-length exploration of a political situation-slash-conspiracy that makes sense of this Tron cliché. The game isn't actually an arena story -- spoiler, you escape almost immediately -- but I wonder if that wasn't the seed of it.)

Tron: Identity, Bithell's previous effort, was a short visual novel with a bit of puzzle solitaire. Catalyst is much more ambitious: a narrative-heavy action-RPG which sprawls across the Arq Grid, from the towering city of Vertical Slice to the storm-whipped Outlands. It took me about ten hours to play through. I guess that's a smallish game by commercial RPG standards, but it felt big to me.

I have to say it was somewhat padded at that length. The designers clearly want you to feel like you're exploring a living world. The early areas are pretty well packed with chatty pedestrians, but as the game gets more expansive, it starts to feel like an RPG -- big maps dotted with people saying "Have a nice cycle" plus a few side quests. Lots of "go here next" plot arrows; on a map like that, there's no shame in using them. The story involves lots of running back and forth across the city. And fighting roomfuls of guards at every turn. And then there's enough dialogue to balance out all the running around and fighting -- which is a lot of dialogue.

I mean, it's good dialogue! I really liked the story. It's intricate and political and flamboyant and personal. It involves grand ambitious schemers and little people getting on with their lives. It extends the world of Tron: Identity; you will eventually run into some familiar faces. Now with voices! Catalyst isn't fully voice-acted -- way too many side characters and RPG side-chats -- but key plot scenes are voiced.

On the down side, it is not fully animated. Of course that's an unfair expectation. It's delightful that a small indie studio gets to play in the Tron universe. Disney could be cranking out soulless multiple-A trend games, and I suppose they will before the new movie hits. But I am very happy to play something on the low-budget-with-heart side.

The visual style is terrific, to be sure. It's a top-down view, so it's not intensively modelled; but the architecture has a wonderful sense of space and depth. Lots of tiny brush-stroke details. (I particularly loved that the city streets have bike racks. Not Tron motorcycles, but, like, Tron bicycles.)

It's just off-balance for a critical action scene to be represented by a fade-out and a couple of sound effects. Same goes for a chapter-transitional voyage down the Source River. Give us a comic-book illo panel, at least!

Still, this is neon-red meat for Tron fiends. Yes, the pacing is padded and clunky and you will get tired of derezzing guards. But it's Tron -- gleaming towers and glittering polygon trees and abysses of backlit code. If you don't shout "How effin' awesome is this?" every time you turn a corner, what are you even doing here?

Thursday, 26. June 2025

Renga in Blue

Mystery House II: The Fixed NEC Version and GAME END

This post is mainly to announce that after an immense amount of work, a group at Gaming Alexandria (mainly gschmidl, ftb1979, bsittler, and eientei) have managed to repair the damage to the NEC PC-6001 version of Mystery House II to the extent that the second part is now playable. I have a version (with emulator) […]

This post is mainly to announce that after an immense amount of work, a group at Gaming Alexandria (mainly gschmidl, ftb1979, bsittler, and eientei) have managed to repair the damage to the NEC PC-6001 version of Mystery House II to the extent that the second part is now playable. I have a version (with emulator) here. Just drag and drop one of the three save states onto the executable to play either part 1, 2, or 3.

The starting screen of the second part.

I did play through parts 2 and 3 but first I need to get some inside baseball out of the way, abstruse enough it won’t make sense unless you’ve read all my previous posts on Mystery House II. So much effort was expended trying to work things out it is at least worth recording as reference, especially because some pieces are still missing (like the first volume of the MZ-2000 version of the game).

Just which versions are out there?

To start, we can put together the information from the I/O Magazine ad I’ve shown already…

…and the old 1983 Sharp Micro Cabin catalog that came up while puzzling out Diamond Adventure.

The first version, written by Dr. Moritani (the dentist) seems to have been for MZ-80B. The system Sharp sold had cassettes by default with floppy disks an optional purchase. The ad clearly states the “FD” version was by Moritani so that’s likely the original platform, meaning this was written without any kind of volume-splitting. The cassette version was then made by Ohyachi (computer store owner, and collaborator on Mystery House I). This is where there are two volumes that get listed as separate purchases. This is all confirmed by the catalog as well.

The MZ-2000 is extremely close to the MZ-80B so there was likely minimal work done to create a port; we do know they were sold separate, though.

From Giant Bomb, uploaded by bowloflentils.

As shown in an image from one of my earlier posts, the cassettes ended up also packaged together in a later printing, while floppy disk had MZ-80B, MZ-2000, PC-8801, and FM-8 (Fujitsu Micro 8).

There’s also copies of the game for FM-7 (shown below, and the FM-7 came out after the FM-8)…

…PC-6001 (our recovered one, although technically for the Mark II), Epson QC-10 (QX-10 in the West), and MSX. My playing sequence:

1.) I started with the MSX version from ARROW SOFT, which is not only dumped but has a fan translation into English. It is significantly changed from the other versions and can be treated as a different game.

2.) I then moved on to start the PC-6001 version — broken into three parts rather than two, although the “volume 2” tape contains parts 2 and 3. This turned out to have a corrupted tape and some damage over part 2.

3.) Because I had a copy of MZ-200 Vol 2, I switched to that version, starting on the second floor of the house. Unlike the NEC version it ends after part 2 and there are puzzle differences (which I’ll explain a little later).

A chart, just to keep everything straight:

Both the tapes and the program parts are called “volumes” but I tweaked the terminology to keep things clear. I have no idea the differences between the versions I haven’t touched (other than I highly suspect MZ-80B and MZ-2000 are quite close). Did someone care enough about the obscure Epson QC-10 to make a custom port with its own puzzles?

What changes were made in the NEC PC 6001 version?

The map looks the same at the start, but if you turn right, while formerly there was a slightly surreal elevator, taking you to a “garden” and a dark area with the safe/key-to-exit…

…the NEC version has a bedroom.

Turning south there’s a part with a floor that looks fragile, and you can KICK FLOOR in order to open it up. This will get used later.

Additionally the bed is next to what the game calls a RACK, which can be searched to find some tobacco and a matchbook (that was in a fireplace in the other version of the game).

The layout otherwise starts out the same, with a memo in a frame in the same position as before.

Different content, though. MZ-2000 here talked about setting a clock to 1 o’clock. We already got a clock setting in part 1 (which said to use 3 o’clock) and this spot has a clue for the safe instead.

The fireplace which previously had matches now has a rope.

Climbing up to the third floor is mostly the same (except the HATCH is now a DOOR). The windows which oddly give numbers when opened (corresponding to the safe) are mostly gone, except for one that just doesn’t open (we already got the code from the memo in the picture).

Still a SCOOP. One of the windows in the MZ-2000 version was straight ahead.

ADJUST TIME to 3 rather than 1.

PUSH BUTTON instead of PLAY MZ2000.

The MEMO at the end gives steps for digging, just like the MZ-2000 port.

However, the way to the garden previously in order to dig was the elevator. There’s no elevator this time. That rope from earlier can be tied to the balcony (which was just scenery before) in order to climb down.

The DIG GROUND mechanics work the same (no Microcabin logo this time) yielding the treasure. In order to escape, you need to take the rope (previously tied to the balcony) now over to the bedroom and the hole, and tie it there. If you try to go down without matches the game will ask if you have any (this is the same “enforce the world-state” trick we saw in part 1). Assuming you have them, you can go down and enter part 3.

Part 3 is very short. You are in the room with a hole and the rope, and need to get down in the cellar to get a key. You can go DOWN, the LIGHT MATCH to see in the darkness. There are five matches and they last a random amount of real time.

You can go west now — one-way trip — to the spot underneath the hole you previously busted way back in part 1. You can move a ladder and climb up to get out, but you need to grab the key first, which you can find by turning to the right to see a safe.

Using the code from memo 3. I assume the game forces you to stay in part 2 if you haven’t gotten the memo yet.

You still have a 2-item limit and you’re holding the box/jewel from the garden, so you need to ditch the matches to take the key. Basically, you need to a.) wait for the match to go out b.) LIGHT MATCH c.) CAST MATCH d.) grab the key and book it to the ladder while you can still see. (In the MZ version, casting the match automatically made it go out.)

This basically says now you’re wealthy, so you should buy more Microcabin software.

Is Isao Harada anybody?

Yes. He also worked for a NEC port of Dream Land, which is Dr. Moritani’s third game (from 1983, so we’ll see it sooner rather than later). His Mobygames list of credits is here although I don’t know how complete it is.

I do think it quite possible worked on the (disk-based) PC-8801 version first, then had the same split-program issue as other Micro Cabin people did in order to get it onto cassette, except because he fiddled with removing the elevator (too Willy Wonka, I guess?) and giving the game a different ending section the game landed in 3 parts rather than 2.

My first new official update comes next week, as we embark on 1983 once more!


Choice of Games LLC

“Eternal Affairs”—Recover stolen magic and lose your heart!

We’re proud to announce that Eternal Affairs, the latest in our “Heart’s Choice” line of multiple-choice interactive romance novels, is now available for iOS and Android in the “Heart’s Choice” app. You can also download it on Steam, or enjoy it on our website. It’s 40% off until July 3rd! Recover a stolen artifact and lose your heart as a secret magical agent! C

Eternal Affairs

We’re proud to announce that Eternal Affairs, the latest in our “Heart’s Choice” line of multiple-choice interactive romance novels, is now available for iOS and Android in the “Heart’s Choice” app. You can also download it on Steam, or enjoy it on our website.

It’s 40% off until July 3rd!

Recover a stolen artifact and lose your heart as a secret magical agent! Can you uncover an arcane conspiracy before the clock runs out?

Eternal Affairs is an interactive urban fantasy romance novel by Jamie Maurer. It’s entirely text-based, 100,000 words and hundreds of choices, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

After you lost your beloved brother in a magical anomaly, you joined the Bureau of Magic to investigate magical anomalies and prevent the same tragedy from befalling anyone else. Of course, it takes magic to investigate magic: when thieves can use shadow manipulation charms to evade security cameras and hackers can insert necromantic malware into computers, you need to learn some tricks of your own. You can shapeshift, move objects with your mind, teleport, heal the most grievous injuries – or cause them by flinging fireballs. You can even manipulate time itself, gazing into the past or future.

When a dangerous artifact is stolen right out of one of the Bureau’s most secure vaults, you and your partner are tasked with recovering it. But your investigation turns up a web of conspiracies that lead to the highest levels of the Bureau, into other worlds – and even into your own traumatic past.

As the portals spin and the spells fly, your heart is beating with much more than just the thrill of the chase. Maybe you’ll be drawn to rogue mage Charlie, a loose-cannon Bureau consultant with platinum-bleached hair, a whole gallery’s worth of tattoos, fabulously tight leather pants and a cheekily rebellious attitude. Or, there’s Lex, your ride-or-die partner at the Bureau. Loyal, serious, with brown hair and freckles, a stocky build and a soft face that resembles an anxious teddy bear in times of trouble – but had you ever noticed before how all those hours at the gym have built up Lex’s muscles to fill out the Bureau uniform?

When you reach the top of the conspiracy, which of them will be by your side?

  • Play as male, female, or non-binary; gay, straight, or bi/pan.
  • Choose your magical specialty: matter, energy, time/space, or antimagic.
  • Enter the kaleidoscopic magical realm of the Fae to negotiate the delicate balance between their world as yours – or just dance the night away at a fabulous Fae masked ball!
  • Play by the book and do your best to keep magic secret – or become a loose cannon and rebel against the Bureau’s restrictive policies, sharing magic with the world
  • Navigate the arcane bureaucracy of an arcane Bureau, dealing with your boss, red tape – and worst of all, your smarmy arrogant rival
  • Turn to the dark side and defy death!

All magic has a price. What will you pay in pursuit of the truth?

We hope you enjoy playing Eternal Affairs. We encourage you to tell your friends about it, and recommend the game on Facebook, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.

Monday, 23. June 2025

Choice of Games LLC

Coming Thursday: “Eternal Affairs”—New Heart’s Choice Author Interview and Demo!

Recover a stolen artifact and lose your heart as a secret magical agent! Can you uncover an arcane conspiracy before the clock runs out? After you lost your beloved brother in a magical anomaly, you joined the Bureau of Magic to investigate magical anomalies and prevent the same tragedy from befalling anyone else. Eternal Affairs is an interactive urban fantasy romance novel by Jamie Maurer. I sat

Eternal Affairs

Eternal Affairs

Recover a stolen artifact and lose your heart as a secret magical agent! Can you uncover an arcane conspiracy before the clock runs out? After you lost your beloved brother in a magical anomaly, you joined the Bureau of Magic to investigate magical anomalies and prevent the same tragedy from befalling anyone else. Eternal Affairs is an interactive urban fantasy romance novel by Jamie Maurer. I sat down with Jamie to talk about their writing process and inspirations. Eternal Affairs releases this Thursday, June 26th. You can play the first three chapters today for free and wishlist the game on Steam!


This is your first time writing for Heart’s Choice but not your first time writing interactive fiction, I think. Tell me a little about your background with IF.

I’ve worked with several different interactive fiction games on mobile platforms. I started out adapting romance novels into an interactive visual novel format, and I later wrote some original content for the platform Storyloom (sadly no longer available). More recently, I wrote several chapters of an original story called Once Upon a Scheme on the platform Dorian.

How does ChoiceScript and our game design style compare for you to the other tools and places you’ve worked on projects?

There’s definitely a learning curve with ChoiceScript, but that complexity also gave me a lot more freedom and control over the types of mechanics I could implement compared to other platforms I’ve worked with.

What surprised you most about the writing of Eternal Affairs?

This was by far my most ambitious game writing project and it required a lot of trial and error. It also came about during a really tumultuous period of my personal life, which was a very interesting time to be writing a romance novel! I found that one of the best ways to maintain my own writing momentum and that of the story’s pacing was to imagine playing a tabletop roleplaying game with myself, where I was both the game master and the player.

Do you have a favorite NPC?

Charlie has sort of a vampy femme fatale quality to their romantic dialogue that was a lot of fun to play with. I also enjoyed writing Moth and the stream-of-consciousness poeticness that many of the Fae characters speak with.

It’s quite an interesting magical world you’ve created in this game. What sources of inspiration did you have in writing this?

Men in Black, The X-Files, and the video game Control were definitely major influences for the basic premise. The book and TV series The Magicians helped inspire the concept of a hidden magical world influenced by modern politics and socioeconomics. The aesthetic of the Fae world was very much inspired by vaporwave artwork and the paintings of Patrick Nagel. I also once worked for a company that did custom printed products, which, weirdly enough, kind of inspired my game’s CMYK-based magic system.

What are you working on next/what else are you working on now?

I’ve been on an extended hiatus from my YouTube channel about queer media and culture, but I’m looking to get back into creating more videos very soon!

Saturday, 21. June 2025

:: CASA ::

CASA Update - 37 new game entries, 22 new solutions, 22 new maps, 4 new hints, 1 new clue sheet

♦ The months may be growing warmer (in the Northern Hemisphere at least) and the nights are getting lighter, but there is still plenty of material in this latest update to keep you going if your thoughts do turn to text adventures. Looking for a summer holiday read? Shaun McClure has just released his latest text adventure book How to Design Adventure Games. You can pick up a copy through sites s

Image
The months may be growing warmer (in the Northern Hemisphere at least) and the nights are getting lighter, but there is still plenty of material in this latest update to keep you going if your thoughts do turn to text adventures.

Looking for a summer holiday read? Shaun McClure has just released his latest text adventure book How to Design Adventure Games. You can pick up a copy through sites such as Amazon. If that wasn't enough, Mark Hardisty has released another issue of his The Classic Adventurer magazine featuring interviews with authors such as Geoffrey Larsen (or Larsoft), Richard Hewison, and Steve Maltz.

Mark's magazine also mentions the sad news that Quill adventure system author Graeme Yeandle passed away in January 2025 at the age of 70. Graeme's work on The Quill, which was also incorporated into later systems such as the PAW, SWAN and DAAD, shaped the homegrown adventure scene in the UK and beyond. He produced tools that empowered a whole generation of authors (who might never otherwise have written a game) and the works they created have provided (and continue to provide) thousands of hours of entertainment and joy for lovers of text adventures worldwide. A legacy to be proud of.

Contributors: benkid77, FredB74, Alex, Strident, rkowalski, devwebcl, Exemptus, iamaran, Dorothy, Alastair, nimusi, jgerrie, rpettigrew, Ingerson, FARLANDER, OVL, df, DannieGeeko, Canalboy, Ambat Sasi Nair, J-_-K, auraes

Friday, 20. June 2025

Interactive Fiction – The Digital Antiquarian

Alpha Centauri

This article tells part of the story of the Civilization series. In the spring of 1996, Brian Reynolds and Jeff Briggs took a long, hard look around them and decided that they’d rather be somewhere else. At that time, the two men were working for MicroProse Software, for whom they had just completed Civilization II, with […]


This article tells part of the story of the Civilization series.

In the spring of 1996, Brian Reynolds and Jeff Briggs took a long, hard look around them and decided that they’d rather be somewhere else.

At that time, the two men were working for MicroProse Software, for whom they had just completed Civilization II, with Reynolds in the role of primary designer and programmer and Briggs in that of co-designer, producer, and soundtrack composer. They had brought the project in for well under $1 million, all that their bosses were willing to shell out for what they considered to be a game with only limited commercial potential. And yet the early sales were very strong indeed, proof that the pent-up demand for a modestly modernized successor to Sid Meier’s masterstroke that Reynolds and Briggs had identified had been very, very real. Which is not to say that they were being given much credit for having proved their managers wrong.

MicroProse’s executives were really Spectrum Holobyte’s executives, ever since the latter company had acquired the former in December of 1993, in a deal lubricated by oodles of heedless venture capital and unsustainable levels of debt. Everything about the transaction seemed off-kilter; while MicroProse had a long and rich history and product portfolio, Spectrum Holobyte was known for the Falcon series of ultra-realistic combat flight simulators, for the first version of Tetris to run on Western personal computers, and for not a whole lot else. Seeing the writing on the wall, “Wild Bill” Stealey, the partner in crime with whom Sid Meier had founded MicroProse back in 1982, walked out the door soon after the shark swallowed the whale. The conjoined company went on to lose a staggering $57.8 million in two years, despite such well-received, well-remembered, and reasonably if not extraordinarily popular games as XCOM, Transport Tycoon, and Colonization. By the spring of 1996, the two-headed beast, which was still publishing games under both the Spectrum Holobyte and MicroProse banners, was teetering on the brink of insolvency, with, in the words of its CEO Stephen M. Race, a “negative tangible net worth.” It would require a last-minute injection of foreign investment capital that June to save it from being de-listed from the NASDAQ stock exchange.

The unexpectedly strong sales of Civilization II — the game would eventually sell 3 million copies, enough to make it MicroProse’s best seller ever by a factor of three — were a rare smudge of black in this sea of red ink. Yet Reynolds and Briggs had no confidence in their managers’ ability to build on their success. They thought it was high time to get off the sinking ship, time to get away from a company that was no longer much fun to work at. They wanted to start their own little studio, to make the games they wanted to make their way.

But that, of course, was easier said than done. They had a proven track record inside the industry, but neither Brian Reynolds nor Jeff Briggs was a household name, even among hardcore gamers. Most of the latter still believed that Civilization II was the work of Sid Meier — an easy mistake to make, given how prominently Meier’s name was emblazoned on the box. Reynolds and Briggs needed investors, plus a publisher who would be willing to take a chance on them. Thankfully, the solution to their dilemma was quite literally staring them in the face every time they looked at that Civilization II box: they asked Sid Meier to abandon ship with them. After agonizing for a while about the prospect of leaving the company he had co-founded in the formative days of the American games industry, Meier agreed, largely for the same reason that Reynolds and Briggs had made their proposal to him in the first place: it just wasn’t any fun to be here anymore.

So, a delicate process of disentanglement began. Keenly aware of the legal peril in which their plans placed them, the three partners did everything in their power to make their departure as amicable and non-dramatic as possible. For instance, they staggered their resignations so as not to present an overly united front: Briggs left in May of 1996, Reynolds in June, and Meier in July. Even after officially resigning, Meier agreed to continue at MicroProse for some months more as a part-time consultant, long enough to see through his computerized version of the ultra-popular Magic: The Gathering collectible-card game. He didn’t even complain when, in an ironic reversal of the usual practice of putting Sid Meier’s name on things that he didn’t actually design, his old bosses made it clear that they intended to scrub him from the credits of this game, which he had spent the better part of two years of his life working on. In return for all of this and for a firm promise to stay in his own lane once he was gone, he was allowed to take with him all of the code he had written during the past decade and a half at MicroProse. “They didn’t want to be making detailed strategy titles any more than we wanted to be making Top Gun flight simulators,” writes Meier in his memoir. On the face of it, this was a strange attitude for his former employer to have, given that Civilization II was selling so much better than any of its other games. But Brian Reynolds, Jeff Briggs, and Sid Meier were certainly not inclined to look the gift horse in the mouth.

They decided to call their new company Firaxis Games, a name that had its origin in a piece of music that Briggs had been tinkering with, which he had dubbed “Fiery Axis.” Jason Coleman, a MicroProse programmer who had coded on Civilization II, quit his job there as well and joined them. Sid Meier’s current girlfriend and future second wife Susan Brookins became their office manager.

The first office she was given to manage was a cramped space at the back of Absolute Quality, a game-testing service located in Hunt Valley, Maryland, just a stone’s throw away from MicroProse’s offices. Their landlords/flatmates were, if nothing else, a daily reminder of the need to test, test, test when making games. Brian Reynolds (who writes of himself here in the third person):

CEO Jeff Briggs worked the phones to rustle up some funding and did all the hard work of actually putting a new company together. Sid Meier and Brian Reynolds worked to scrape together some playable prototype code, and Jason Coleman wrote the first lines of JACKAL, the engine which these days pretty much holds everything together. Office-manager Susan Brookins found us some office furniture and bought crates of Coke, Sprite, and Dr. Pepper to stash in a mini-fridge Brian had saved from his college days. We remembered that at some indeterminate point in the past we were considered world-class game designers, but our day-to-day lives weren’t providing us with a lot of positive reinforcement on that point. So, for the first nine months of our existence as a company, we clunked over railroad tracks in the morning, played Spy Hunter in the upstairs kitchen, and declared “work at home” days when Absolute Quality had competitors in the office.

Once the necessary financing was secured, the little gang of five moved into a proper office of their own and hired more of their former colleagues, many of whom had been laid off in a round of brutal cost-cutting that had taken place at MicroProse the same summer as the departure of the core trio. These folks bootstrapped Firaxis’s programming and art departments. Thanks to the cachet of the Sid Meier name/brand, the studio was already being seen as a potential force to be reckoned with. Publishers flew out to them instead of the other way around to pitch their services. In the end, Firaxis elected to sign on with Electronic Arts, the biggest publisher of them all.

The three founding fathers had come into the venture with a tacit understanding about the division of labor. Brian Reynolds would helm a sprawlingly ambitious but fundamentally iterative 4X strategy game, a “spiritual successor” to Civilization I and II. This was the project that had gotten Electronic Arts’s juices flowing; its box would, it went without saying, feature Sid Meier’s name prominently, no matter how much or how little Meier ultimately had to do with it. Meanwhile Meier himself would have free rein to pursue the quirkier, more esoteric ideas that he had been indulging in ever since finishing Civilization I. And Briggs would be the utility player, making sure the business side ran smoothly, writing the music, and pitching in wherever help was needed on either partner’s project.

Sid Meier has a well-earned reputation for working rapidly and efficiently. It’s therefore no surprise that he was the first Firaxis designer to finish a game, and by a wide margin at that. Called simply Gettysburg! — or rather Sid Meier’s Gettysburg! — it was based upon the battle that took place in that Pennsylvania city during the American Civil War. More expansively, it was an attempt to make a wargame that would be appealing to grognards but accessible enough to attract newcomers, by virtue of being real-time rather than turn-based, of being audiovisually attractive, and of offering a whole raft of difficulty levels and tutorials to ease the player into the experience. Upon its release in October of 1997, Computer Gaming World magazine called it “a landmark, a real-time-strategy game whose unique treatment of its subject matter points to a [new] direction for the whole genre.” For my own part, being neither a dedicated grognard nor someone who shares the fascination of so many Americans for the Civil War, I will defer to the contemporary journal of record. I’m sure that Gettysburg! does what it does very well, as almost all Sid Meier games do. On the broader question of whether it brought new faces into the grognard fold, the verdict is more mixed. Meier writes today that “it was a success,” but it was definitely not a hit on the scale of SSI’s Panzer General, the last wargame to break out of its ghetto in a big way.

To the hungry eyes of Electronic Arts, Gettysburg! was just the appetizer anyway. The main dish would be Alpha Centauri.

The idea for Alpha Centauri had been batted around intermittently as a possible “sequel to Civilization” ever since Sid Meier had made one of the two possible victory conditions of that game the dispatching of a spaceship to that distant star, an achievement what was taken as a proof that the nation so doing had reached the absolute pinnacle of terrestrial achievement. In the wake of the original Civilization’s release and success, Meier had gone so far as to prototype some approaches to what happens after humanity becomes a star-faring species, only to abandon them for other things. Now, though, the old idea was newly appealing to the principals at Firaxis, for commercial as much as creative reasons. They had left the rights to the Civilization franchise behind them at MicroProse, meaning that a Firaxis Civilization III was, at least for the time being, not in the cards. But if they made a game called Alpha Centauri that used many of the same rules, systems, and gameplay philosophies, and that sported the name of Sid Meier on the box… well, people would get the message pretty clearly, wouldn’t they? This would be a sequel to Civilization in all but its lack of a Roman numeral.

When he actually started to try to make it happen, however, Brian Reynolds learned pretty quickly why Sid Meier had abandoned the idea. What seemed like a no-brainer in the abstract proved beset with complications when you really engaged. The central drama of Civilization was the competition and conflict between civilizations — which is also, not coincidentally, the central drama of human history itself. But where would the drama come from for a single group of enlightened emissaries from an earthly Utopia settling an alien planet? Whom would they compete against? Just exploring and settling and building weren’t enough, Reynolds thought. There needed to be a source of tension. There needed to be an Other.

So, Brian Reynolds started to read — not history this time, as he had when working on Civilization II, but science fiction. The eventual manual for Alpha Centauri would list seven authors that Reynolds found particularly inspiring, but it seems safe to say that his lodestar was Frank Herbert, the first writer on the list. This meant not only the inevitable Dune, but also — and perhaps even more importantly — a more obscure novel called The Jesus Incident that Herbert co-wrote with Bill Ransom. One of Herbert’s more polarizing creations, The Jesus Incident is an elliptical, intensely philosophical and even spiritual novel about the attempt of a group of humans to colonize a planet that begins to manifest a form of sentience of its own, and proves more than capable of expressing its displeasure at their presence on its surface. This same conceit would become the central plot hook of Alpha Centauri.

Yes, I just used the word “plot.” And make no mistake about its significance. Of the threads that have remained unbroken throughout Sid Meier’s long career in game design, one of the most prominent is this mild-mannered man’s deep-seated antipathy toward any sort of set-piece, pre-scripted storytelling in games. Such a thing is, he has always said, a betrayal of computer games’ defining attribute as a form of media, their interactivity. For it prevents the player from playing her way, having her own fun, writing her own personal story using the sandbox the designer has provided. Firaxis had never been intended as exclusively “Sid Meier’s company,” but it had been envisioned as a studio that would create, broadly speaking, his type of games. For Reynolds to suggest injecting strong narrative elements into the studio’s very first 4X title was akin to Deng Xiaoping suggesting to his politburo that what post-Cultural Revolution China could really use was a shot of capitalism.

And yet Meier and the others around Reynolds let him get away with it, just as those around Deng did. They did so because he had proven himself with Colonization and Civilization II, because they trusted him, and because Alpha Centauri was at the end of the day his project. They hadn’t gone to the trouble of founding Firaxis in order to second-guess one another.

Thus Reynolds found himself writing far more snippets of static text for his strategy game than he had ever expected to. He crafted a series of textual “interludes” — they’re described by that word in the game — in which the planet’s slowly dawning consciousness and its rising anger at the primates swarming over its once-pristine surface are depicted in ways that mere mechanics could not entirely capture. They appear when the player reaches certain milestones, being yet one more attempt in the annals of gaming history to negotiate the tricky terrain that lies between emergent and fixed narrative.

An early interlude, delivering some of the first hints that the planet on which you’ve landed may be more than it seems.

Walking alone through the corridors of Morgan Industries, you skim the security reports on recent attacks by the horrific native “mind worms.” Giant swarms, or “boils,” of these mottled 10cm nightmares have wriggled out of the fungal beds of late, and now threaten to overwhelm base perimeters in several sectors. Victims are paralyzed with psi-induced terror, and then experience an unimaginably excruciating death as the worms burrow into the brain to implant their ravenous larvae.

Only the most disciplined security squads can overcome their fear long enough to trigger the flame guns which can keep the worms at bay. Clearly you will have to tend carefully to the morale of the troops.

Furthermore, since terror and surprise increase human casualties dramatically in these encounters, it will be important to strike first when mind-worm boils are detected. You consider ordering some Former detachments to construct sensors near vulnerable bases to aid in such detection efforts.

Alpha Centauri became a darker game as it became more story-oriented, separating itself in the process from the sanguine tale of limitless human progress that is Civilization. Reynolds subverted Alpha Centauri’s original backstory about the perfect society that had finally advanced so far as to colonize the stars. In his new version, progress on Earth has not proved all it was cracked up to be. In fact, the planet his interstellar colonists left behind them was on its last legs, wracked by wars and environmental devastation. It’s strongly implied if not directly stated that earthly humanity is in all likelihood extinct by the time the colonists wake up from cryogenic sleep and look down upon the virgin new world that the game calls simply “Planet.”


Both the original Civilization and Alpha Centauri begin by paraphrasing the Book of Genesis, but the mood diverges quickly from there. The opening movie of Civilization is a self-satisfied paean to Progress…

…while that of Alpha Centauri is filled with disquieting images from a planet that may be discovering the limits of Progress.


Although the plot was destined to culminate in a reckoning with the consciousness of Planet itself, Brian Reynolds sensed that the game needed other, more grounded and immediate forms of conflict to give it urgency right from the beginning. He created these with another piece of backstory, one as contrived as could possibly be, but not ineffective in its context for all that. As told at length in a novella that Firaxis began publishing in installments on the game’s website more than six months before its release, mishaps and malevolence aboard the colony ship, which bore the sadly ironic name of Unity, led the colonists to split into seven feuding factions, each of whom inflexibly adhere to their own ideology about the best way to organize human society. The factions each made their way down to the surface of Planet separately, to become Alpha Centauri’s equivalent of Civilization’s nations. The player chooses one of them to guide.

So, in addition to the unusually strong plot, we have a heaping dose of political philosophy added to the mix; Alpha Centauri is an unapologetically heady game. Brian Reynolds had attended graduate school as a philosophy major in a previous life, and he drew from that background liberally. The factions’ viewpoints are fleshed out largely through a series of epigrams that appear as you research new technologies, each of them attributed to one of the seven faction leaders, with an occasional quote from Aristotle or Nietzsche dropped in for good measure.

Fossil fuels in the last century reached their extreme prices because of their inherent utility: they pack a great deal of potential energy into an extremely efficient package. If we can but sidestep the 100 million year production process, we can corner this market once again.

— CEO Nwabudike Morgan,
Strategy Session

The factions are:

  • Gaia’s Stepdaughters, staunch environmentalists who believe that humanity must learn to live in harmony with nature to avoid repeating the mistakes that led to the ruination of Earth.
  • The Human Hive, hardcore collectivists whose only complaint about Chairman Mao’s Cultural Revolution is that it didn’t go far enough.
  • Morgan Industries, hardcore capitalists whose only complaint about Ayn Rand is that she didn’t go far enough.
  • The University of Planet, STEM specialists who are convinced that scientific and technological progress alone would correct all that ails society if people would just let it run unfettered and go where it takes them.
  • The Lord’s Believers, a fundamentalist sect who are convinced that God will deliver humanity to paradise if we all just pray really hard and abide by a set of stringent, arbitrary dictates.
  • The Spartan Federation, who train their children from birth to be hardened, self-sacrificing warriors like the Spartans of old.
  • The Peacekeepers, the closest thing to pragmatists in this rogue’s gallery of ideologues; they value human rights, democracy, dialog, and consensus-building, and can sometimes seem just as wishy-washy and ineffectual in the face of militant extremism as the earthly United Nations that spawned them.

Unlike the nations that appear in Civilization I and II, each of the factions in Alpha Centauri has a very significant set of systemic advantages and disadvantages that to a large extent force even a human player to guide them in a certain direction. For example, the Human Hive is excellent at building heavy infrastructure and pumping out babies, but poor at research, and can never become a democracy; the University of Planet is crazily great at research, but its populace has little patience for extended wars and is vulnerable to espionage. Trying to play a faction against type is, if not completely impossible for the advanced player, not an exercise for the faint of heart.

There is a lot of food for thought in the backstory of a ruined Earth and the foreground story of an angry Planet, as there is in the factions themselves and their ideologies, and trust me when I say that plenty of people have eaten their fill. Even today, more than a quarter-century after Alpha Centauri’s release, YouTube is full of introspective think-pieces purporting to tell us What It All Means.

Indeed, if anything, the game’s themes and atmosphere resonate more strongly today than they did when it first came out in February of 1999, at which time the American economy was booming, our world was as peaceful and open as it has ever been, and the fantasy that liberal democracy had won the day and we had reached the end of history could be easily maintained by the optimistic and the complacent. Alas, today Alpha Centauri feels far more believable than Civilization and its sang-froid about the inevitability of perpetual progress. These days, Alpha Centauri’s depiction of bickering, bitterly entrenched factions warring over the very nature of truth, progressing not at all spiritually or morally even as their technology runs wild in a hundred different perilous directions, strikes many as the more accurate picture of the nature of our species. People play Alpha Centauri to engage with modern life; they play Civilization to escape from it.

The original Civilization was ahead of the curve on global warming, prompting accusations of “political correctness” from some gamers. Paying heed to the environment is even more important in Alpha Centauri, since failing to do so can only aggravate Planet’s innate hostility. The “Eco-Damage” statistic is key.

That said, we must also acknowledge that Alpha Centauri is disarmingly good at mirroring the beliefs of its players back at them. Many people like to read a strong environmentalist message in the game, and it’s not hard to see why. Your struggles with the hostile Planet, which is doing everything it can to protect itself against the alien parasites on its surface, is an extreme interpretation of the Gaia hypothesis about Earth, even as Alpha Centauri’s  “transcendence” victory — the equivalent of Civilization’s tech victory that got us here in the first place — sees humanity overcoming its estrangement from its surroundings to literally become one with Planet.

For what it’s worth, though, in his “Designer’s Notes” at the back of the Alpha Centauri manual, the one message that Brian Reynolds explicitly states that he wishes for the game to convey is a very different one: that we ought to be getting on with the space race. “Are we content to stew in our collective juices, to turn inward as our planet runs inexorably out of resources?” he asks. “The stars are waiting for us. We have only to decide that it’s worth the effort to go there.” Personally, although I have nothing against space exploration in the abstract, I must say that I find the idea of space colonization as the solution to the problem of a beleaguered Planet Earth shallow if not actively dangerous. Even in the best-case scenario, many, many generations will pass before a significant number of humans will be able to call another celestial object their permanent home. In the meantime, there is in fact nothing “inexorable” about polluting our own planet and bleeding it dry; we have the means to stop doing so. To steal a phrase from Reynolds, we have only to decide that it’s worth the effort.

But enough with the ideology and the politics, you might be saying — how does Alpha Centauri play as a game? Interestingly, Brian Reynolds himself is somewhat ambivalent on this subject. He recalls that he set aside a week just to play Civilization II after he pronounced that game done, so thrilled was he at the way it had come out. Yet he says that he could barely stand to look at Alpha Centauri after it was finished. He was very proud of the world-building, the atmosphere, the fiction. But he didn’t feel like he had quite gotten the gameplay mechanics sorted so that they fully supported the fiction. And I can kind of see what he means.

To state the obvious: the gameplay of Alpha Centauri is deeply indebted to Civilization. Like, really, really indebted. So indebted that, when you first start to play it, you might be tempted to see it as little more than a cosmetic reskin. The cities of Civilization are now “bases”; the “goody-hut” villages are now supply pods dropped by the Unity in its last hours of life; barbarian tribes are native “mind worms”; settler engineers are terraformers; money is “energy credits”; Wonders of the World are Secret Projects; etc., etc. It is true that, as you continue to play, some aspects will begin to separate themselves from their inspiration. For example, and perhaps most notably, the mind worms prove to be more than just the early-game annoyance that Civilization’s barbarians are; instead they steadily grow in power and quantity as Planet is angered more and more by your presence. Still, the apple never does roll all that far from the tree.

Very early in a game of Alpha Centauri, when only a tiny part of the map has been revealed. Of all the contrivances in the fiction, this idea that you could have looked down on Planet from outer space and still have no clue about the geography of the place might be the most absurd.

Where Alpha Centauri does innovate in terms of its mechanics, its innovations are iterative rather than transformative. The most welcome improvement might be the implementation of territorial borders for each faction, drawn automatically around each cluster of bases. To penetrate the borders of another faction with your own units is considered a hostile act. This eliminates the weirdness that dogged the first two iterations of Civilization, which essentially saw your empire as a linked network of city-states rather than a contiguous territorial holding. No longer do the computer players walk in and plop down a city… err, base right in the middle of five of your own; no longer do the infantry units of your alleged allies decide to entrench themselves on the choicest tile of your best base. Unsurprisingly given the increased verisimilitude they yielded, national borders would show up in every iteration of the main Civilization series after Alpha Centauri.

Other additions are of more dubious value. Brian Reynolds names as one of his biggest regrets his dogged determination to let you design your own units out of the raw materials — chassis, propulsion systems, weapons, armor, and so on — provided by your current state of progression up the tech tree, in the same way that galaxy-spanning 4X games like Master of Orion allowed. It proved a time-consuming nightmare to implement in this uni-planetary context. And, as Reynolds admits, it’s doubtful how much it really adds to the game. All that time and effort could likely have been better spent elsewhere.

When I look at it in a more holistic sense, it strikes me that Alpha Centauri got itself caught up in what had perchance become a self-defeating cycle for grand-strategy games by the end of the 1990s. Earlier games had had their scope and complexity strictly limited by the restrictions of the relatively primitive hardware on which they ran. Far from being a problem, these limits often served to keep the game manageable for the player. One thinks of 1990’s Railroad Tycoon, another Sid Meier classic, which only had memory enough for 35 trains and 35 stations; as a result, the growth of your railroad empire was stopped just before it started to become too unwieldy to micro-manage. Even the original Civilization was arguably more a beneficiary than a victim of similar constraints. By the time Brian Reynolds made Civilization II, however, strategy games could become a whole lot bigger and more complex, even as less progress had been made on finding ways to hide some of their complexity from the player who didn’t want to see it and to give her ways of automating the more routine tasks of empire management. Grand-strategy games became ever huger, more intricate machines, whose every valve and dial still had to be manipulated by hand. Some players love this sort of thing, and more power to them. But for a lot of them — a group that includes me — it becomes much, much too much.

To its credit, Alpha Centauri is aware of this problem, and does what it can to address it. If you start a new game at one of the two lowest of the six difficulty levels, it assumes you are probably new to the game as a whole, and takes you through a little tutorial when you access each screen for the first time. More thoroughgoingly, it gives you a suite of automation tools that at least nod in the direction of letting you set the high-level direction for your faction while your underlings sweat the details. You can decide whether each of your cities… err, bases should focus on “exploring,” “building,” “discovering,” or “conquering” and leave the rest to its “governor”; you can tell your terraforming units to just, well, terraform in whatever way they think best; you can even tell a unit just to go out and “explore” the blank spaces on your map.

Is the cure worse than the disease?

Sadly, though, these tools are more limited than they might first appear. The tutorials do a decent job of telling you what the different stuff on each screen is and does, but do almost nothing to explain the concepts that underlie them; that is to say, they tell you how to twiddle a variety of knobs, but don’t tell you why you might want to twiddle them. Meanwhile the automation functions are undermined by being abjectly stupid more often than not. Your governor will happily continue researching string theory while his rioting citizens are burning the place down around his ears. You can try to fine-tune his instructions, but there comes a point when you realize that it’s easier just to do everything yourself. The same applies to most of the automated unit functions. The supreme booby prize has to go to the aforementioned “explore” function. As far as I can determine, it just causes your unit to move in a random direction every turn, which tends to result in it chasing its tail like a dog that sat down in peanut butter rather than charging boldly into the unknown.

This, then, is the contradiction at the heart of Alpha Centauri, which is the same one that bothers me in Civilization II. A game that purports to be about Big Ideas demands that you spend most of your time engaged in the most fiddly sort of busywork. I hasten to state once again that this is not automatically a bad thing; again, some people enjoy that sort of micro-management very much. For my own part, I can get into it a bit at the outset, but once I have a dozen bases all demanding constant attention and 50 or 60 units pursuing their various objectives all over the map, I start to lose heart. For me, this problem is the bane of the 4X genre. I’m not enough of an expert on the field to know whether anyone has really come close to solving it; I look forward to finding out as we continue our journey through gaming history. As of this writing, though, my 4X gold standards remain Civilization I and Master of Orion I, because their core systems are simple enough that the late game never becomes completely overwhelming.

Speaking of Master of Orion: alongside the questionable idea of custom-built units, Alpha Centauri also lifts from that game the indubitably welcome one of a “diplomatic victory,” which eliminates the late-game tedium of having to hunt down every single enemy base and unit for a conquest victory that you know is going to be yours. If you can persuade or intimidate enough of the other factions to vote for you in the “Planetary Council” — or if you can amass such a large population of your own that you can swamp the vote — you can make an inevitability a reality by means of an election. Likewise, you can also win an “economic” victory by becoming crazy rich. These are smart additions that work as advertised. They may only nibble at the edges of the central problem I mentioned above, but, hey, credit where it’s due.

Aesthetically, Alpha Centauri is a marked improvement over Civilization II, which, trapped in the Windows 3.1 visual paradigm as it was, could feel a bit like “playing” a really advanced Excel spreadsheet. But Alpha Centauri also exhibits a cold — not to say sterile — personality, with none of the goofy humor that has always been one of Civilization’s most underrated qualities, serving to nip any pretentiousness in the bud by reminding us that the designers too know how silly a game that can pit Abraham Lincoln against Mahatma Gandhi in a nuclear-armed standoff ultimately is. There’s nothing like that understanding on display in Alpha Centauri — much less the campy troupe of live-action community-theater advisors who showed up to chew the scenery in Civilization II. The look and feel of Alpha Centauri is more William Gibson than Mel Brooks.

While the aesthetics of Alpha Centauri represent a departure from what came before, we’re back to the same old same old when it comes to the actual interface, just with more stuff packed into the menus and sub-menus. I’m sure that Brian Reynolds did what he could, but it will nevertheless come off as a convoluted mess to the uninitiated modern player. It’s heavily dependent on modes, a big no-no in GUI design since the days when the Apple Macintosh was a brand new product. If you’re anything like me, you’ll accidentally move a unit about ten times in any given evening of play because you thought you were in “view” mode when you were actually in “move” mode. And no, there is no undo function, a feature for which I’d happily trade the ability to design my own units.

The exit dialog is one of the few exceptions to Alpha Centauri as a humor-free zone. “Please don’t go,” says a passable imitation of HAL from 2001: A Space Odyssey. “The drones need you.” Note that this is a game in which you click “OK” to cancel. Somewhere out there a human-factors interface consultant is shuddering in horror.

As so often happens in reviews like these, I find now that I’ve highlighted the negative here more than I really intended to. Alpha Centauri is by no means a bad game; on the contrary, for some players it is a genuinely great one. It is, however, a sharply bifurcated game, whose fiction and gameplay are rather at odds with one another. The former is thoughtful and bold, even disturbing in a way that Civilization never dared to be. The latter is pretty much what you would expect from a game that was promoted as “Civilization in space,” and, indeed, that was crafted by the same man who gave us Civilization II. A quick survey of YouTube reveals the two halves of the whole all too plainly. Alongside those earnest think-pieces about What It All Means, there are plenty of videos that offer tips on the minutiae of its systems and show off the host’s skill at beating it at superhuman difficulty levels, untroubled by any of its deeper themes or messages.

As you’ve probably gathered from the tone of this article, Alpha Centauri leaves me with mixed feelings. I’m already getting annoyed by the micro-management by the time I get into the mid-game, even as I miss a certain magic sauce that is part and parcel of Civilization. There’s something almost mythical or allegorical about going from inventing the wheel to sending a colony ship on its way out to the stars. Going from Biogenetics to the “Threshold of Transcendence” in Alpha Centauri is less relatable. And while the story and the additional philosophical textures that Alpha Centauri brings to the table are thought-provoking, they can only be fully appreciated once. After that, you’re mostly just clicking past the interludes and epigrams to get on to building the next thing you need for your extraterrestrial empire.

In fact, it seems to me that Alpha Centauri at the gameplay level favors the competitive player more than the experiential one; being firmly in the experiential camp myself, this may explain why it doesn’t completely agree with me. It’s a more fiercely zero-sum affair than Civilization. Those players most interested in the development side of things can’t ensure a long period of peaceful growth by choosing to play against only one or two rivals. All seven factions are always in this game, and they seem to me far more prone to conflict than those of Civilization, what with the collection of mutually antithetical ideologies that are such inseparable parts of their identities. Suffice to say that the other faction leaders are exactly the self-righteous jerks that rigid ideological extremists tend to be in real life. This does not lend itself to peace and harmony on Planet even before the mind worms start to rise up en masse. Even when playing as the Peacekeepers, I found myself spending a lot more time fighting wars in Alpha Centauri than I ever did in Civilization, where I was generally able to set up a peaceful, trustworthy democracy, forge strong diplomatic and trading links with my neighbors, and ride my strong economy and happy and prosperous citizenry to the stars. Playing Alpha Centauri, by contrast, is more like being one of seven piranhas in a fishbowl than a valued member of a community of nations. If you can find one reliable ally, you’re doing pretty darn well on the diplomatic front. Intervals of peace tend to be the disruption in the status quo of war rather than the other way around.

The other factions spend an inordinate amount of time trying to extort money out of you.

There was always an understanding at Firaxis that, for all that Alpha Centauri was the best card they had to play at that point in time from a commercial standpoint, its sales probably weren’t destined to rival those of Civilization II. For the Civilization franchise has always attracted a fair number of people from outside the core gaming demographics, even if it is doubtful how many of them really buckle down to play it.

Nonetheless, Alpha Centauri did about as well as one could possibly expect after its release in February of 1999. (Electronic Arts would surely have preferred to have the game a few months earlier, to hit the Christmas buying season, but one of the reasons Firaxis had been founded had been to avoid such compromises.) Sales of up to 1 million units have been claimed for it by some of the principals involved. Even if that figure is a little inflated, as I suspect it may be, the game likely sold well into the high hundreds of thousands.

By 1999, an expansion pack for a successful game like Alpha Centauri was almost obligatory. And indeed, it’s hard to get around the feeling that Alpha Centauri: Alien Crossfire, which shipped in October of that year, was created more out of obligation than passion. Neither the navel-gazers nor the zero-summers among the original game’s fan base seem all that hugely fond of it. Patched together by a committee of no fewer than eight designers, with the name of Brian Reynolds the very last one listed, it adds no fewer than seven new factions, which only serve to muddy the narrative and gameplay waters without adding much of positive interest to the equation; the two alien factions that appear out of nowhere seem particularly out of place. If you ask me, Alpha Centauri is best played in its original form — certainly when you first start out with it, and possibly forever.

Be that as it may, the end of the second millennium saw Firaxis now firmly established as a studio and a brand, both of which would prove very enduring. The company remains with us to this day, still one of the leading lights in the field of 4X strategy, the custodian of the beloved Civilization

Yes, Civilization. For their next big trick, Firaxis was about to get the chance to make a game under the name that they thought they’d left behind forever when they said farewell to MicroProse.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book Sid Meier’s Memoir!: A Life in Computer Games by Sid Meier with Jennifer Lee Noonan. Computer Gaming World of August 1996, January 1998, September 1998, April 1999, and January 2000; Next Generation of July 1997; Retro Gamer 241. Also the Alpha Centauri manual, one of the last examples of such a luxuriously rambling 250-page tome that the games industry would produce.

Online sources include Soren Johnson’s interview of Brian Reynolds for his Designer’s Notes podcast and Reynolds’s appearance on the Three Moves Ahead podcast (also with Soren Johnson in attendance). The YouTube think-pieces I mentioned include ones by GaminGHD, Waypoint, Yaz Minsky, CairnBuilder, and Lorerunner.

Where to Get It: Alpha Centauri and its expansion Alien Crossfire are available as a single digital purchase at GOG.com.

Thursday, 19. June 2025

Choice of Games LLC

“The Last Scion”—Your world is gone. Become Earth’s superhero!

We’re proud to announce that The Last Scion, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app. It’s 33% off until June 26th! Take to the skies! You fell to Earth as the last remnant of a dying world – can you rise as the planet’s greatest hero and

The Last ScionWe’re proud to announce that The Last Scion, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app.

It’s 33% off until June 26th!

Take to the skies! You fell to Earth as the last remnant of a dying world – can you rise as the planet’s greatest hero and triumph as a beacon of justice? Shrug off bullets, smash buildings with your bare hands, and soar through the air as you battle diabolical supervillains!

The Last Scion is an interactive superhero novel by D. G. P. Rector. It’s entirely text-based, 200,000 words and hundreds of choices, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

You are the Scion, sole survivor of the distant planet Utopia. Scientists on your homeworld imbued you with phenomenal powers – flight, speed, intelligence, strength, and resilience beyond the reach of any ordinary human – and sent you to Earth, accompanied only by your AI companion, MENTOR. Your quest: to carry on the legacy of Utopia by embodying its ideals in your new home.

And Beacon City is in desperate need. The Torchbearers, heroic defenders of the city, are all gone: those who weren’t slain by the villainous Silent Order have gone into hiding. Only a few people remain to carry on their legacy, trying to bring justice back to Beacon City – and they want your help.

By day, do your best to blend in as an ordinary human working at the Beacon City Tribune. By night, soar the skies and fight the villains of the Silent Order: reptilian Gorgon, mischievous telepath Poppet, brilliant scientist Vector, and especially the mysterious leader, Conqueror.

Will you fulfill your homeworld’s dream of carrying Utopia’s ideals to the new planet? Or will you turn to villainy, and possibly achieve greater power than anyone on Utopia could ever conceive?

Play as male, female, or nonbinary; gay, straight, or bi.
Choose a secret identity at the Beacon City Tribune: maintenance worker, IT specialist, or mild-mannered reporter!
Customize your super-suit, including the most crucial question that a hero can answer: capes, or no capes?
Romance a relentless vigilante, a dashing hero, an intrepid reporter, a hard-boiled detective, or a roguish villain!
Work with the Beacon City PD and stay on the right side of the Superhero Investigation Agency – or push them aside, and soar above the law.
Use subtlety and empathy to turn your enemies away from villainy, or fight them head-on with your super-strength – or join them in villainy!

We hope you enjoy playing The Last Scion. We encourage you to tell your friends about it, and recommend the game on Facebook, Twitter, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.


Interactive Fiction – The Digital Antiquarian

It’s 1999 and I Feel Fine

Hi, folks! I have an update at this unusual time because, as of the last proper article, we’ve actually finished with our coverage of 1998, and I wanted to give you a preview of what’s coming for 1999. As usual, these subjects are more 1999-adjacent than pedantically bound to that year. And also as usual, […]

Hi, folks! I have an update at this unusual time because, as of the last proper article, we’ve actually finished with our coverage of 1998, and I wanted to give you a preview of what’s coming for 1999. As usual, these subjects are more 1999-adjacent than pedantically bound to that year. And also as usual, what follows is a tentative plan only. Nonetheless, if you prefer for every article to be a complete surprise when it pops up in your browser, you might want to stop reading now.

Note that some of these subjects will be just one article, while some will spread out over two or more.

  • Alpha Centauri.
  • Everquest.
  • Heroes of Might and Magic IIIMight and Magic VII, and the decline of New World Computing thereafter.
  • Rollercoaster Tycoon.
  • Discworld Noir.
  • Bullfrog Productions from 1996 on, with a particular focus on Theme Hospital and Dungeon Keeper 1 and 2.
  • Metal Gear Solid. This one is pretty far out of my wheelhouse, but several of you suggested that I look at it. So, I’m going to follow your advice, examining it mostly as a piece of interactive narrative.
  • Looking Glass Studios from 1996 on, with a particular focus on Thief I and II and System Shock 2. Just as is the case for Metal Gear Solid, I don’t feel all that well-equipped to do full justice to Looking Glass — as many of you have come to recognize, first-person 3D tends not to be my personal cup of tea — but I’ll do my best to honor some brave, uncompromising, visionary games.
  • Turn-based fantasy strategy. My love for the Heroes of Might and Magic series prompted me to try out some of the contemporaries of the third game in that series, specifically Warlords III: Darklords RisingDisciples: Sacred Lands, and Age of Wonders. The results were mixed but interesting.
  • The final wave of commercially prominent space simulators, especially the Freespace games. Plus that so-bad-it’s-almost-good Wing Commander movie, because how can a writer resist a temptation like that?
  • For my interactive-fiction coverage this time, I want to review some really long games that came out between 1998 and 2000. Damaging as it may be to my literary bona fides, I must admit that a sprawling old-school game that I can keep up on one of my virtual desktops for weeks on end, poking at it during lunch breaks and other snatched moments, is still my personal Platonic ideal for the genre.
  • Homeworld.
  • Omikron: The Nomad Soul.
  • Ultima IX: Ascension.
  • Gabriel Knight 3: Blood of the Sacred, Blood of the Damned. Because I’m me, I want to do a bit of a deep dive into the longstanding pseudo-historical cult that surrounds Gabriel Knight 3′s setting of Rennes-le-Château, France, out of which also sprang The Da Vinci Code just a few years after this game. But never fear, the infamous cat-hair-mustache puzzle will also get its due.
  • The Longest Journey.
  • Planescape: Torment.

As I said, these lists are always subject to change; those of you with long memories will notice that quite a lot of what was on the previous list wound up falling by the wayside. This is because some other tales grew in the telling, even as one tale — the story of Legend’s late adventures — got added, and I’m doggedly determined not to let one year of history take up more than one year of real time. Some topics that had been earmarked for the previous group, like Windows 98 and the Deer Hunter-driven phenomenon of “Wal Mart games,” will get folded into other articles in due course. Others, like my dream of doing a series on television game shows, are most likely simply a bridge too far for these histories as currently constituted. (I don’t think there’s a big appetite out there for The Digital Antiquarian turning into The Television Antiquarian for the six months or more it would take to even begin to do such a topic justice…)

There have been some specific reader requests that haven’t (yet?) come to fruition. I perhaps owe you a more complete explanation for these.

  • Some of you asked for Oddworld, and I did try. Really, I did. But those games are coming from so far outside of my frame of reference as a lifelong computer rather than console gamer, and are so off-puttingly difficult to boot, that I just don’t feel like I can provide the necessary context or enthusiasm.
  • Some of you asked me to look at the Laura Bow games. And I did fire up The Colonel’s Bequest, only to be killed without warning by three separate pieces of inexplicably collapsing architecture within the first fifteen minutes. I’m sorry, readers. I’m just so done with this kind of player-hostile design, and I’ve already taken Roberta Williams and her colleagues to task more than enough for it over the years.
  • Some of you would like to see articles about the Impressions city builders, and, indeed, I’ve done more than dabble with them in recent months. I desperately wanted to love Pharaoh, but certain design choices — such as the excruciating worker-recruitment system, the rote busywork of having to constantly schedule festivals to keep the gods from ruining your day, and the drawn-out, repetitive campaign that makes you build city after city from scratch — made it impossible for me to do so. But it looks like the city builder after Pharaoh, 2000’s Zeus: Master of Olympus, fixed all of these problems and more. I’m optimistic that I’ll be able to write the whole story when I get there, and end it on the sort of positive note I always prefer to go out on.
  • A similar logic applies to Her Interactive, for which I’ve been promising coverage for literally years now. The two Nancy Drew games that I’ve played to date have both been rather underwhelming, awkward affairs. But the good news is that each successive Her Interactive game that I’ve played — four of them in all now — has been a little better than the one before it. So, I remain optimistic that they’ll eventually figure it out, and I’ll be able to write the story I want to write about them as well. Stay tuned.
  • The return of Steve Jobs to Apple and the rebirth that followed is another subject that’s been lingering out there for a while. Again, it’s just a question of finding the right grace note. The launch of OS X in 2001 might be it. We’ll see.
  • On the flip side, some of you told me that Final Fantasy VIII was probably not the best choice for improving my fraught relationship with JRPGs, and after a brief investigation I’ve decided that I agree with you. But I haven’t given up on the genre. I may give 2000’s Grandia II a shot.

A couple of notes from the Department of Miscellanea:

It will mostly likely be a few months before I have 1998 ebooks for you, folks. The old system for creating them relies on a Python 2 software stack that is deprecated and all but broken by now. A good friend of mine whose coding skills have not atrophied as badly as my own is going to help me bring it up to date. But we’re in the midst of the all too short Danish summer right now, a time to be outside as much as possible; extracurricular programming projects are best reserved for other times of the year. Please bear with us.

I haven’t found a good place to mention this before today, but I actually switched from Windows 10 to Linux Mint as my primary operating system back in December; the end user in me was fed up with the creeping enshitification of the Windows 11 ecosystem, while my inner environmentalist and social-justice warriors were incensed by the arbitrary obsolescence Microsoft wishes to impose upon tens if not hundreds of millions of perfectly viable computers. I couldn’t be happier. I can recommend Linux as a fine everyday operating system for anyone who is reasonably technically proficient, or who has someone who is to call upon when the occasional lingering issue does crop up. It’s come a long, long way since the last time I tried to run it on the desktop, about 25 years ago. And with the aid of Lutris and/or Steam, Linux runs old Windows games better and more effortlessly than recent releases of Windows itself in many cases, whilst keeping them nicely sandboxed from the core operating system in a way that Windows does not. If you’re a retro-gamer or just a gamer in general who’s been contemplating giving Linux a try, by all means do so. What with Valve putting serious resources behind it, I expect that it will only continue to improve as a gaming platform.

Which reminds me: Linux is another story I should try to tell soon… Sigh.

Anyway, thank you for reading and supporting these histories for so many years! As always, feel free to suggest topics and games you’d really like to see in the next few years. Even when I can’t give them separate articles, I can sometimes shoehorn them in somewhere. And if you haven’t yet taken the Patreon plunge and have the means to do so, do give it some thought. It’s only thanks to readers just like you that I can afford to keep doing this.

I’ll see you tomorrow — yes, tomorrow already! — when we’ll get started on our bullet list for 1999. We’ve got our work cut out for us…



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.

Tuesday, 17. June 2025

Renga in Blue

Mystery House II: Finished, Again

(Click here for my Mystery House II posts in order.) First off, a brief correction: The PC-6001 version I’ve been playing (at least up to a certain point, for reasons I’ll get into) is on tape, not disk, but everything on one tape. The files, found if you CLOAD multiple times, are AUTO 1 MYS1 […]

(Click here for my Mystery House II posts in order.)

First off, a brief correction: The PC-6001 version I’ve been playing (at least up to a certain point, for reasons I’ll get into) is on tape, not disk, but everything on one tape. The files, found if you CLOAD multiple times, are

AUTO 1
MYS1
AUTO 2
MYS2 2
MYS2 3

where the double-auto files (meant to load on boot) suggest to me that this is the same copy as the two-tape version I mentioned last time, just someone copied everything together.

As far as why there’s MYS2 2 and MYS2 3, that’s because there’s three volumes! Or rather, there’s two tapes (each called a volume) and three program parts (each also called a volume) at the same time. That is…

Volume 1: has volume 1 on it
Volume 2: has volume 2 on it
Volume 2: also has volume 3 on it

…and all this took a long time to detangle. (Implicit thanks everywhere to the Gaming Alexandria discord, which helped out enormously.) I regret to inform you it gets worse, but let’s see what happens in gameplay context.

Disk from the FM-7 version via Oh! FM-7. I do not have access to this version. The screenshots make it look like it’s based on the Sharp/NEC map. I don’t know how the multiple volumes are handled.

Last time I left off with a cryptic message from a stairway about finding the entrance to the basement. Someone with eagle eyes might have spotted what to do next here, but in this case it was Kazuma Satou from the comments realizing that there was a map/hint page on Mobygames.

The basement and third floor are not shown.

The room in the lower left of 1F — where I found the book hiding the memo — also has a CARPET.

That double black line along the wall.

Some noodling about led me to MOVE CARPET, revealing a locked trapdoor.

This still isn’t enough to finish! You also need to USE HAMMER to bust open the door. Then you completely ignore the door for now and can leave up the stairs.

Trying to go down kills you, and I spent a while trying to survive going down before checking the stairs again.

That’s the end of Volume 1! Volume 2 is an entirely different program on an entirely different tape and doesn’t even carry any variables over. The game requests you reset the computer to move on.

The sequence in volume 1 was intended to get you to bust open a trapdoor before moving on. The reason this is important is that in volume 3 you return to the same room from below and the game assumes you’ve already busted the trapdoor (in a different kind of game, this might have a softlock because you didn’t prepare the trapdoor beforehand).

I want to re-iterate how completely odd and bizarre this is. I’ve never seen a game work this way; the closest I can think of is Savage Island (Part 1, Part 2) where there was an item you might be holding at the end of Part 1, and if you are holding the item you get one password, and if you are not holding the item you get a different password. Since the item is required to make progress in Part 2 early you can get softlocked from the previous game.

Earlier I mentioned “it gets worse” as far as the multi-part situation goes. You see, that NEC PC-6001 file? … is also corrupted. While the 3rd part of the game loads (you have found the jewel and are back on the first floor, now escape), there are damaged lines in part 2. In other words, to keep playing I had to switch computer systems over to the Sharp MZ-2000, where I have the second tape but not the first one. You start with no inventory, so the game assumes you’ve used CAST on the hammer or any other objects from the first floor.

(The Volume 1/2/3 situation still has yet another twist but let’s save that for the end.)

At least this version is likely adapted directly from the MZ-80B original.

The controls now go with the original “type verb and noun separate” system. It’s not as bad as I experienced with Mystery House 1 because there’s no screen swapping, although I quickly found reading memos and taking inventory to be cryptic until I got some source code assistance.

15230 IF D$=”モチモノ”THEN12000

This line in the source code (which is protected from LIST and required shenanigans to break open) is the one that jumps to taking inventory. “モチモノ” is Japanese for, essentially “belongings”, and makes a decent synonym for “inventory”, but is the only command in the game delivered in Japanese rather than in English. There is, fortunately, a function key (F3) which will type the same thing.

This screen will show objects on top (except the player isn’t holding any right now) but also is the only screen you can read memos from. You have to hit F4, which types out READ MEMO (as a whole command, not split!) and then pick the number of the memo. F5 types “RETURN” which will exit from this screen.

Now, a map:

I’ll save the elevator for last. Rotating west, going forward, and entering the door to the south, you get to a room with a picture. The picture has a memo.

The memo says the clock needs to be set to 1 o’clock for the door to open. (Remember back in Volume 1 of the NEC version of the game it said 3 o’clock. More on all that later.)

Going back to the starting position and north leads to a room with a fireplace. Searching the fireplace yields a match.

In the same “room” (it’s another 2 by 1 setup where you see across the long room) there’s a “RACK” partly underneath a “HATCH”. You can MOVE RACK so it now is fully underneath the hatch, then OPEN HATCH to get access to the third floor.

The third floor has what the game calls a SCOOP lying on the ground (shovel) and also windows that mysteriously open to reveal a number.

Just to be clear with a map:

To the north of where the shovel is there’s a rectangle on the wall that looks like it should have a door, but it isn’t. After a bit of struggle I came up with PUSH WALL which opens the passage.

The next room has a clock. This is where the first memo (set to 1 o’clock) comes into play, as you can ADJUST CLOCK and then say you want it at 1. This opens yet another secret passage, this time through the tiny door in the clock.

The next room (and last room of floor 3) has a computer, specifically an MZ-2000 in this version of the game.

RUN MZ2000 will print a memo that you can then take.

マイクロキャビン マーク カラ W ニ 2:S ニ 1

This indicates you’re supposed to start at the Microcabin logo and go west by 2 and south by 1. We’ll need this shortly. Let’s go outside by heading to the elevator.

The mechanics here are weird. You need to press and hold W to leave, or press and hold E to approach the buttons. No other keys work; you aren’t typing on a parser prompt. Wild inconsistency is the most consistent thing about this game.

There’s 3 buttons; the second one kills you, the other two are helpful.

One of them takes you to a garden outside. You need to specify DIG GROUND, at which point the game will ask you for how many steps west and south; this is where the memo comes into play.

The inventory limit of 2 still applies, so you need to cast off one of your items after doing this in order to get the BOX, or TRUNK.

If you try to then saunter through the exit — and you can go down the stairs, you just can’t walk around the first floor otherwise — you’ll find it is locked. You also need a key, which is where the other button on the elevator comes into play.

This leads to darkness, which you can dispel with LIGHT MATCH. (According to the source code, the amount of time the match is lit is tracked in real time. This is very rare for a turn based game but we’ve seen it once in a while, like in how Devil’s Island you needed to wait in real time for a guard to show up.)

The safe lets you enter the 7474 from the window (rather, ADJUST / SAFE, 7, 4, 7, 4) revealing a key inside.

Again you might need to worry about your inventory limit. If you got the BOX first you’re in trouble because you can’t discard the match! The best order is to do the key first and then get the box.

With the key and box in and (with possibly some trouble as mentioned in the caption) you can now officially saunter outside to a win.

With scrolling text.

Now, you may be wondering — hey, Mr. Blog Author, didn’t you say something about needing to bash open a hatch with a hammer in volume 1, how did that come into play? And what about the hole with the rope? Yes indeed: it turns out the MZ version of the game only has two volumes and whatever happened in volume 1 must be different from the NEC version, despite it looking like the same game from the video. I could technically try starting in volume 3 of the NEC version and beating it from there, but I am honestly fine passing for now. (The good folks at Gaming Alexandria are still trying to work out how to rescue the data from the tape for NEC volume 2. I’ll keep everyone posted. My theory is a divergence at the very end allowing for the third volume.)

The start of Volume 3.

I think the multi-volume gameplay mess demonstrates a case of “flying too close to the sun” that many of our authors have suffered, where they need to follow-up their previous game with something more ambitious. (As touted in the ad, “the program size has now doubled, making the adventure even more exciting.”) Still, I found it interesting how reasonable the MZ (volume 2) version of the game was relative to everything else I’ve seen: the only hard part is realizing, for example, you’re looking at a HATCH on the screen and need to apply the parser accordingly. I also got stuck a while figuring out how to work the elevator given it doesn’t even use the parser! So our original author-dentist seems to have kept to reasonable ambitions (apart from the volume-splitting) but the later people who made ports started to get unreasonable, like with the carpet puzzle on NEC or the confusing design elements of the MSX version.

Monday, 16. June 2025

Choice of Games LLC

Coming Thursday: “The Last Scion”—New Author Interview and Demo!

Take to the skies! You fell to Earth as the last remnant of a dying world – can you rise as the planet’s greatest hero and triumph as a beacon of justice? Shrug off bullets, smash buildings with your bare hands, and soar through the air as you battle against vicious villains!  The Last Scion is an interactive superhero novel by D. G. P. Rector. It’s entirely text-based, 200,000 words and

The Last Scion

Take to the skies! You fell to Earth as the last remnant of a dying world – can you rise as the planet’s greatest hero and triumph as a beacon of justice? Shrug off bullets, smash buildings with your bare hands, and soar through the air as you battle against vicious villains! 

The Last Scion is an interactive superhero novel by D. G. P. Rector. It’s entirely text-based, 200,000 words and hundreds of choices, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination. I sat down with the author to talk about his background as a writing and his experiences writing for Choice of Games. The Last Scion releases this Thursday, June 19th. You can play the first three chapters today, for free.


Tell me about your background in writing.

I’ve always enjoyed telling stories, something I think I got from my father. He’s an incredible story teller, always sharing ghost stories, anecdotes from his life, and sometimes creations entirely of his own with me when I was a child. Both my parents encouraged my creative pursuits when I was growing up, which is something I’m extremely grateful for.

As far as professional writing goes, I had always wanted to make my way in the world as an author. A dear friend and coworker of mine on the late shift made me swear a pact with her to pursue writing more seriously; to actually buckle down and finish projects. Then, in January of 2020, I quit my day job to pursue writing professionally. My intention had been to take six months off, finish my first novel, and submit some short stories. As fate would have it, there was a massive global pandemic, and I wound up out of work for significantly longer than six months. Still, it gave me time to refine my craft. I wound up getting some short stories published, including some science fiction work in Analog and Mysterion, as well as other places. I was searching for places to submit my fiction to when I stumbled across COG, and here we are!

What inspired you to write this game?

I’ve always wanted to write a super hero story! Like many people, I’ve enjoyed the genre since I was a kid, and I thought the ability to engage with the fantasy more directly as a work of interactive fiction would be thrilling. I went for a “flying brick” type of character as the protagonist (think Superman, Captain Marvel, Shazam, the Mighty Thor, etc) in part because they’re so archetypal, but also because the IF medium fits that kind of character particularly well. After all, in a more traditional computer game it would be quite tricky to make encounters fun and challenging for a character who’s bullet proof and can lift a truck over their head, but in an interactive novel, the challenges the character faces are often as much personal decisions as they are questions of skill. Sure, there’s no doubt you’ll win a fight with some bank robbers, but do you prioritize bringing them to justice or protecting the people they’ve taken hostage? That tension seemed very exciting to me.

What did you find most challenging about writing interactive fiction in the COG style?

Well, I have exactly ZERO skill in coding, so I was pretty much a baby when it came to that. Fortunately my editor Jason and everyone at COG was extremely helpful, and I discovered a lot of great guides online. It’s very challenging to think of a work of fiction not just as a series of events in a story, but also as balanced game encounters. After all, when I’m writing prose I usually have one or two ways a particular moment can play out, and I try to select the one that works best for the story. In an IF, every decision point has to have multiple outcomes, so any given scene might play out many different ways. Sometimes these choices are more about flavor, moments where the player gets to frame an encounter in a particular way. Other times these decisions lead to radically different outcomes: falling in love, letting someone die, destroying half the city, and so on!

What are your favorite comics?

Too many to name! Alan Moore & Dave Gibbons’ “Watchmen” of course redefined and elevated the genre. I’m a big fan of Moon Knight, and Charlie Huston’s grim-n-gritty arc called “The Bottom” really made me fall in love with that character. Cable & Deadpool by Fabian Nicieza was a funny, genuinely sweet story about two very troubled people coming to accept each other and learn how to trust. And I’d be remiss if I didn’t mention the late, great Steve Ditko. Spider-Man is of course a giant, but I really enjoyed his work on “The Question”, and his bizarre, intense “MR. A” stories. Ditko was a man of ferocious personal beliefs that he put on display in his work, and while I can’t say I entirely agree with his world view or didactic-ism, I really admire what a direct and unvarnished insight he gave into his mind through the medium of these fantasy-action characters.

(This is of course leaving aside the non-super hero stuff and the whole amazing world of non-
anglophone comics.)

Was there an NPC you enjoyed writing most?

There’s of course a little of myself in all of my characters, but I think Hawkshaw and the Poppet were the most fun to write. I got a lot of really great editorial feedback that really helped me refine and refocus those two. They’re kind of opposites, with Hawkshaw being stoic, direct, and grim, while the Poppet is whimsical and sarcastic, but the two of them also come from this very deep place of pain and alienation. I’m also very fond of Six-Gun Slim, who adds a lot of levity to the scenes she’s in. She doesn’t take any of the heroing stuff too seriously, which provides a fun contrast to the other characters. And I really enjoyed writing her relationship with Sky Pilot, who’s kind of a flustered surrogate-uncle to her.

Finally, I of course enjoyed writing the Conqueror. We’ve all got a few good “Villain Monologues” in us, and having the excuse to write such a grandiose character was a lot of fun. I also tried to include as many opportunities for the player character to mock him as I could, without undermining the genuine danger he represents.

What else are you working on/what’s next for you?

Oof! Who knows? The life of an artist is an uncertain one. I’ve got my debut science fiction novel “The Exile” coming out very soon with Blue Forge Press. It’s a Space Opera Epic about a wanderer with a dark past, caught on the frontier between two interstellar empires on the eve of war. I actually first wrote it about five years back, so it’s exciting to me that it’s finally going to see print. I’ve also done a lot of work in the Battletech fictional universe with Shrapnel Magazine, and I’m hoping to work more in that world.

And of course, I have one two ideas for a sequel/spinoff to the Last Scion!


The Rosebush

Final possibility to register for Narrascope 2025

NarraScope is this coming weekend: two more days to register for online attendance...

NarraScope is an event that supports interactive narrative, adventure games, and interactive fiction by bringing together writers, developers, and players. The Rosebush is happy to be an, admittedly very minor, sponsor of the Narrascope 2025 conference. From June 20 to June 22, narrative games – including interactive fiction – will be put in the spotlight in a series of workshops and talks at Drexel University in Philadelphia, USA. Although in-person attendance is sold out, it is still possible to register for online attendance! Online registration is open until June 18, 2025.

If you’re on the fence, be sure to check out the full schedule. And of course, if you’re giving a talk or workshop at the conference and would like to write up your ideas later in the form of an article; or if attending NarraScope sparks new ideas in you that other people ought to know about – you know where to send your pitches! 😉