The Rosebush
Parser poetics in Portrait With Wolf
Drew Cook’s Portrait with Wolf,1,2 a back garden entry in the 2025 Spring Thing Festival of Interactive Fiction, bears the tagline “a different kind of IF art show.” The IF Art Show was a competition that ran from 1999 to 2007. Entries included genre bending and defining works such as Emily Short’s Galatea (2000) and Jacqueline A. Lott’s The Fire Tower (2004). The IF Art Show is an apt reference for Portrait with Wolf: not only is it about creating art; like Galatea and The Fire Tower, it also experiments with the form and breaks new ground.
Portrait with Wolf takes place in a single room with (ostensibly) nothing inside it but the protagonist3 and an easel. The player’s task is to create a series of portraits that will eventually fill a gallery. To create a portrait, the player chooses from a set of four motifs: a cat, a turnip, a boot, and an astronaut. Each time they make a choice, the game prints a response and then prompts them to restart. Upon restarting, the player is returned to the room with the easel, but the room name and description, and other text have all shifted slightly. In fact, the room, the easel, and the motifs continue transforming throughout the game. A portrait is complete after the player incorporates 6 motifs into it. The game refers to each completed portrait as an “ending.” After completing 7 portraits (thereby unlocking 7 endings), the player unlocks the “true” ending: the 8th portrait. The player may continue creating unique portraits after the 8th portrait in order to unlock bonus content.
Portrait with Wolf explores themes of mental illness, abuse, health care, childhood, creativity, control, and pursuit. It is part parser, part poem; while at the same time being neither parser nor poem. Portrait with Wolf is something completely original. I am writing this article as a way to figure out what Portrait with Wolf is doing and what makes it effective. I also hope to identify some possible characteristics of a “parser poetics.” Finally, I’d like to encourage even more discussion of Portrait with Wolf,4 in hopes that it leads to more production of experimental work in the tradition of the IF Art Show.
The Space Under the Window (1997): The first parser poem?
In their intfiction.org postmortem, Drew Cook shares one of their motivations for making Portrait with Wolf: “I wondered: what would parser poetry look like? I never saw any models or examples for [this kind of] poetry, but I was curious about the subject.” However, there is indeed an earlier parser work that has drawn comparisons to poetry: Andrew Plotkin’s 1997 The Space Under the Window. Like Portrait with Wolf, The Space Under the Window was conceived of as an artistic endeavor: It was created as part of a collaborative art project in which participants were invited to create works in any medium, as long as they were all titled “The Space Under the Window.”
In Plotkin’s game, rather than interacting with objects and moving through simulated spaces, the player types the names of objects that appear in the narrative, and the narrative shifts focus accordingly. For example, early in the game, the player sees this description: “The window is open, so you climb down inside. The table is set for two. An empty vase, white glass, stands beside a single lit candle.” Typing “candle” at the command prompt causes the narrative to shift so that it emphasizes the play of light on the table and the walls of the room: “The window is open, so you climb down inside. The table is set; an ivory candle breathes light across it, and around the room. In the still glow of the flame, nothing moves.”
Of the game’s six IFDB reviews, two mention poetry. In fact, one of the reviews is titled “Essentially interactive poetry.” Emily Short, in her now archived essay “What’s Interactive Fiction,” also compares playing the game to experiencing poetry: “The effect was close to what I imagine interactive poetry might be like: imagine a sonnet in which you could demand the elaboration of a conceit, or reject it wholly–”
Let’s recall, however, that Cook was talking specifically about examples of “parser poetry” (emphasis mine). We have established that some reviewers–including authorities like Emily Short–consider The Space Under the Window to be like poetry. But is it parser poetry? In both Twisty Little Passages and his essay in The IF Theory Reader, Nick Montfort considers the mechanics underlying The Space Under the Window, and concludes that it is “a work of hypertext implemented in Inform; instead of clicking on a word as would be typical on the Web, typing one of the words displayed causes the appearance of a new lexia (Landow 1992), indicating a section of hypertext.”5
Granted, there are ways in which Portrait with Wolf resembles hypertext, too. Like The Space Under the Window, it is a “limited parser” game that restricts player input to an extremely narrow subset of commands. The player’s input in Portrait with Wolf–choosing one of four motifs–likewise results in the appearance of a new lexia: the response, epitaph, and prompt to restart. But, as I will explore in this article, Portrait with Wolf is inextricably linked to parser conventions and expectations. In fact, it relies on these conventions and expectations for its poetic meaning-making. In this way, I feel that Portrait with Wolf goes beyond The Space Under the Window to fully inhabit its identity as a “parser poem.”
Field composition and Game Poems
Poet Charles Olson’s conception of “field composition,” outlined in the 1951 manifesto “Projective Verse,” may be helpful to consider here. According to Olson, “the poem itself must, at all points, be a high-energy construct and, at all points, an energy-discharge” that transfers energy from poet to reader. The poet orchestrates this energy transfer by manipulating “objects” (breath, sound, image, and space) in a “field” (the page).
It may seem odd to invoke “Projective Verse” in relation to Portrait with Wolf. Olson is, after all, advocating abandoning established poetic forms in favor of using “open” verse. And Cook, in their postmortem and in a Portrait with Wolf devlog on itch.io, explicitly refers to parser elements–banner text, room description, action/response, and epitaph–as a “poetic form” like “sonnets, haiku, limericks, and sestinas.” I propose considering parser elements not as the form that contains the poem, but rather as the material from which the poem is composed–that is, as analogous to the syllable, line, image, sound, breath, and white space that the poet uses to generate dynamism and energy, to eliminate “slackness,” and to ensure that, “in any given poem always, always one perception must must must MOVE, INSTANTER, ON ANOTHER!”6
In Game Poems: Videogame Design as Lyric Practice, Jordan Magnuson makes a similar argument. He describes the “material” of videogame poems as “a vast tangled web of visual, auditory, and procedural signifiers, with all of their established ways of signifying (both denotatively and connotatively) in relation to one another and to the world at large.”7 These signifiers include the visual layout of a sidescrolling platformer and what it communicates about gameplay; sound effects like a shotgun reloading, and what they communicate about how the game will respond to player input; collision detection and what it communicates about how NPC sprites will respond to the protagonist. Magnuson writes, “the clusters of computation and interaction that are built into games can act as signifiers and establish a kind of vernacular language just as much as words, images, and sounds can.”8
In subsequent sections, I will explore how Portrait with Wolf creates poetic moments not through breath, sound, and syllable; and not through layout, sound effects, and collision detection; but through the elements that are specific to parser games: banner text, room descriptions, command prompts, and epitaphs.
Throughout the rest of the article, I’ll refer to elements of the game using some of the same vocabulary that Cook uses in their postmortem: banner text (consisting of title, headline, author, release number, serial number, and compiler letter), prefatory statement, room name, room description, easel, choices, command prompt, action response, epitaph, and prompt to restart.
Unlike Cook, I’ll refer to each encounter with the easel–the game loop (loup?) from banner text to prompt to restart–as a “poem.” I will call the title that begins the banner text (for example, “A Tin Cup Filled with Incisors,” “Everything’s OK! You Are OK!” “When You Cut Off One Wolf, Two Grow Back in Its Place”) the “poem title.” I will refer to each grouping of six poems produced within a single release (indicated by the release number that appears in the banner text) as a series. Finally, I will call the name of each “ending” (for example, “Cats Are Our Friends,” the ending unlocked after the player adds 6 cats to the portrait) the “portrait title.” To illustrate how these terms relate to one another: each “portrait,” is composed of a “series” of 6 “poems.”
Portrait with Wolf as parser poem
The banner text
A parser game’s banner text consists of a title, headline, author, release number, serial number, and compiler letter. It is described in the Inform 7 documentation as “bibliographic masthead text” comparable to the “imprint” or copyright page on the back of a printed book’s title page. It frames the game and marks the player’s entrance into the game world. In the example below, the title is “Portrait with Wolf ^_^”; the headline is “A fun activity <3”; the author is “Drew Cook”; the release number is “I”; the serial number is “12345”; and the compiler letter is “D.”
Portrait with Wolf ^_^
A fun activity <3 by Drew Cook
Release I / Serial number 12345 / Inform 7 v10.x / D
(Series I)
It should be noted however, that the text above is not the “real” banner text. The real banner text (consisting of bibliographic data drawn from the Inform story file) that appears at the very beginning of the game is:
Portrait with Wolf
A rendering by Drew Cook
Release 2 / Serial number 251122 / Inform 7 v10.1.2
Printing “fake” banner text over and over at the beginning of each poem, then, is clearly an intentional artistic choice on the author’s part. On the surface, the repeated banner text frames each poem as a one-move game played over and over again with increasingly dire results. It is a compact, circular form that evokes rumination and feelings of claustrophobia, or perhaps the behavior of a circling predator. Let’s take a closer look at whatʻs happening with some of the individual banner text elements.
The headline in a parser game is typically a short description of the work. In Portrait with Wolf, one of the forms the headline often takes is the medium field that composes an artwork’s gallery wall label text:9 “Red ink on parchment” (Series I, Portrait of Protagonist with Wolf),10 “Blue paint on drop-cloth” (Series II, Portrait of Patient with Wolf), “Red, gray, and brown on painted concrete” (Series V, Portrait of Throw Rug with Wolf) “Duct tape on visqueen” (Series VI, Portrait of Empty Bucket with Wolf ^-^). This makes perfect sense: the headline contains bibliographic information describing the work–in this case, a game about writing poems that become artworks. Accordingly, the artwork being described in the headline continuously mutates, becoming more sinister as the game progresses. Series I’s “Red ink on parchment” could easily describe a page of a medieval manuscript. By the time we get to Series VI’s “Duct tape on visqueen” (visqueen is a type of heavy duty plastic sheeting) the game has become so nightmarish that it’s hard not to imagine a work that resembles a dead body wrapped in plastic.
The author also shapeshifts. In Series I, author “Drew Cook” (Series I, Portrait with Wolf ^_^ ) seems to burrow into themselves like a nesting doll: “Drew “Drew Cook” Cook” (Series I, Portrait with Wolf ^_^ ).11 The author is sometimes described in terms of what they are not: “NOT a WOLF” (Series I, WOLVES); they also go from one to many to one again: “We, Us, You” (Series VIII, Portrait with Wolf).
The serial number would usually be the compilation date in the format YYMMDD. In Portrait with Wolf, the serial numbers sometimes resemble vanity license plates: “WLFLVR” (Series IV, Stop Inviting Wolves Over), “BLLJR” (Series VI, In Joyous Anticipation). They also allude to pop culture and internet slang: “BWEH” (Series II, Tilt-a-Wolf @@), “<.<” (Series III, Portrait of Small Fires with Wolf), “1-800-CALL-NOW” (Series IV, Commemorative Porcelain Wallves), “W4WLF” (Series V, The Portrait We Lost in the Fire).
In a traditional parser game, the banner is a stable visual form containing authoritative metadata about the game. Portrait with Wolf uses this very recognizable form as material to demonstrate that the game and all of its components are malleable–that they are impossible to pin down, as the narrator keeps reminding us. By turns cheeky and menacing, the banner text casts into doubt our most foundational understandings of what we are experiencing.
The room and the easel
The Inform 7 documentation states that, “At its simplest, the interactive fiction will be simulating a physical world to explore.” This is the expectation that many players will enter Portrait with Wolf’s first room with: They will look to the game’s language and mechanics to delineate the world and facilitate exploration. More specifically, they might scan the descriptions trying to identify elements to examine further, objects to manipulate, or exits. Portrait with Wolf’s first room acknowledges and in fact draws attention to these parser mechanics and the associated player expectations.
A Brightly Lit Room
A light shines down from an unknown source. It is so bright that you can barely see anything.
An easel stands under the light. It is a very sturdy and safe place for a bit of portraiture. There are four options:
(Series I, Portrait with Wolf ^_^)
Even without the line break and the change in font weight, the room name (which literally includes the word “room”) is clearly differentiated from its description. The description of the light as it is perceived clearly situates the protagonist in the space. The description of the easel highlights its physical properties: its sturdiness and ability to reflect light. The space, the protagonist, and the object are all clearly–perhaps overly–circumscribed. This quickly begins to shift, however.
A few poems later, the player encounters this room:
Convalescence
The light is as cold as it is bright.
Imagine how cool it would feel on your cheek.
(Series I, I Was Only Trying to Help You)
Here, the room is no longer a room; it is a state: convalescence. This substitution compels the player to consider the ways in which a state might resemble a room. In what ways does convalescence enclose or contain the protagonist? What are its boundaries? Time? Health? In the context of this game and the experiences it describes, does convalescence protect, or does it stifle–or both? The light similarly breaches conventional parser “categories,” leaking from the room description (“The light is as cold as it is bright”) to what was, in previous rooms, the description of the easel (“Imagine how cool it would feel on your cheek”). Indeed, this room does not contain any reference to the easel; the easel is present only as a memory that endures, like a palimpsest, from previous rooms.
Deforming the parser elements–specifically, by substituting something temporal (convalescence) for what should be something spatial (the room), and by allowing descriptions to flow back and forth between containers like “room name” and “room description”–creates poetic moments that surprise, confuse, and delight.
Much later in the game, the player encounters this room:
All Forms of Insurance Accepted
Barely uncomfortable chairs. Photographs of casserole dishes and collectible coins. Fiberboard sheathed in veined, beige Formica. Music through invisible speakers fails to soften a growing menace. A waiting place.
Spread your fingers.
(Series VI, Lupine Splendor)
In this room, which to my mind evokes a doctor’s office waiting room from the 1970s or 1980s, we experience a more extensive fracturing of parser elements. The room name, which we recognize mostly by font weight, is not a name at all; it seems to be text from a sign in the waiting room or from a patient intake form, which has somehow migrated into the spot where the room name should be. “Photographs of casserole dishes and collectible coins” could be a description of the pages of a magazine in the waiting room–perhaps a year-old copy of Tennis or Sunset. This poem reads as though the “examine” text for all of the room’s objects has exploded. And as in the previous example, there is no easel; only the aggressive imperative “Spread your fingers,” with its suggestion of an invasive medical procedure.
Like in the convalescence room, parser elements like room name, room description, and object description fail to contain their text. Boundaries between this room’s elements and previous rooms’ elements are similarly porous. In this way, Portrait with Wolf’s room names and descriptions become “participants in the kinetic of the poem.”12 The effect on the player is the “dance of the intellect” and play of perceptions that Olson describes.
The command prompt
The command prompt divides each poem in Portrait with Wolf in half. The first half of the poem consists of banner text, room name and description, easel, and choices, followed by the command prompt. At this point, the player chooses one of the four motifs–C, T, B, or A–then presses enter (if they don’t want to choose, they can simply press enter, and a motif will be chosen at random). After the player presses enter, the game responds with the second half of the poem: the action response, epitaph, and prompt to restart.
In this context, the command prompt functions a bit like a caesura: a hard stop between two discrete thoughts, a pause that allows the first half of the poem to “land.” Presenting the entire second half of the poem as a response to the player’s input also establishes a causal relationship between the first and second halves of the poem, and creates a sense of anticipation and surprise.
Letʻs take a look at this poem from Series II:
Everything’s OK! You Are OK!
A delicious and nutritious treat by The County Assessor
Release II / Serial number 12345 / Inform 7 v10.x / D
I hope you aren’t crying again.
Triagery
And now you know. But do you? Is there another secret? The wolf consumed by bear. Bear consumed by a family of tigers. Family consumed by a doom of rats, crashing in waves. Lattices of fungi rustling within a book lung.
Keep your hands off those snacks!
(*C*) satiated cat (times incorporated: 4)
(*T*) tickled turnip
(*B*) buoyant boot
(*A*) assuaged astronaut
>
The first half of this poem is a whirlwind of images and impressions. A headline that evokes advertising copy (“A delicious and nutritious treat”) morphs into the voice of a scolding parent (“I hope you aren’t crying again”). Then, the room name, “Triagery,” introduces the concept of classification; what follows is a dizzying sequence of fauna and fungi that feels a bit like flipping through the pages of a children’s encyclopedia set. The choices themselves, ”satiated cat,” “tickled turnip,” “buoyant boot,” and “assuaged astronaut,” are almost childlike in their nonsensical alliteration. Given the chaos of the first half of the poem, the command prompt feels like a breath, a moment in which the wolves, bears, tigers, rats, and fungi are held, suspended, awaiting the player’s input.
Upon entering “C” at the command prompt, the player sees the following text:
This neighborhood is best in fall. Early Saturdays at Schiller park on a bench near the pond. A cup of black coffee warming your hands. The city is still sleeping it off, and you are alone with a few runners and fewer ducks.
This city: a cool vividness, a printer’s tray of cherishments. A baffling insufficiency.
*** Your Cells Are Oscillating ***
It’s not my fault every time something bad happens to you.
This moment feels quite special to me. The cacophony of the first half of the poem crystalizes so beautifully around a single, peaceful moment. It is a moment of solidity and clarity in the midst of a game that seems to be all about the permeability of categories. The moment is not unlike a treasured curio mounted inside a shadow box–the “printer’s tray of cherishments.”
Similar to montage in film, the “jamming together” of two seemingly unrelated scenes generates tension, conflict, and surprise as the player struggles to identify some logical or narrative throughline. For instance, perhaps, in the second half of the poem, we are witnessing the protagonist as an adult, sitting in the park and reflecting on their childhood. We might consider the placid ducks in the second half of the poem, and contrast them with frenetic bestiary that came before. In addition to inspiring leaps of the imagination, juxtaposing scenes in this way underscores contrasts: the chaos of the first half of the poem, and the serenity of the second. The poem would not be nearly as effective if all of its text were displayed all at once. The command prompt and the play of perceptions it triggers truly animate this poem.
The command prompt in this poem from Series V, while still bifurcating the poem, operates in a slightly different way:
Your Teeth in a Printer’s Tray
A memorable occasion by Maxine Toothtaker
Release V / Serial number TTHTTH / Inform 7 v10.x / D
When you’re having fun, I’ll tell you.
Calcified Pergola
A pinprick of anticipation spearing a dark cloth.
You are a pure acetylene virgin attended by roses.
(*C*) dinner bell
(*T*) reed place-mat
(*B*) flat, long-handled spoon
(*A*) Bakelite flatware (times incorporated: 3)
>
The poem’s title again references the printer’s tray, but this time, instead of holding “cherishments,” it holds things that pierce and tear: teeth. The room name and description and the easel description (which quotes from Sylvia Plath’s “Fever 103”) establish a series of contrasts: purity and defilement; the white of the pergola and red of the roses; the smooth surface of the cloth and the pin that pricks it. The choices themselves suggest a kind performative femininity. They are the accoutrements of a gracious midcentury hostess, symbols of the suffocating domesticity that so many of Plath’s narrators rage against.
Upon entering “A” at the command prompt, the player sees the following text:
This is the perforation
you’ve been
waiting for
*** You’re Bleeding All Over Me ***
You are a low fiber food.
In this poem, I see the command prompt functioning as a rupture that permits the first half of the poem to suffuse the second, like spreading blood. Indeed, the second half of the poem begins with an image of perforation, and the epitaph reads “*** You’re Bleeding All Over Me ***”. In this case, the command prompt is a device that reinforces the themes of the poem: puncturing the illusion of perfect femininity and domesticity and casting them instead as something deadly.
The player’s input
This brings us to the player’s input, which encompasses the choices the player makes (i.e., choosing the motifs), as well as the extradiegetic commands like accessing the help menu, reviewing the list of completed portraits, pressing any key to continue, and pressing “R” to begin a new portrait. I will explore both types of input here.
But first, let’s return for a moment to the Inform 7 manual and its description of interactive fiction: “At its simplest, the interactive fiction will be simulating a physical world to explore.” Within this statement, I detect two adversarial impulses. On the one hand, it suggests that the player has the freedom to explore a physical world. On the other, it admits that this world is simulated and therefore rule-bound. A player–especially a novice player–may approach a parser game with the expectation that natural language input will be accepted and free exploration will be permitted, only to have their freedom restricted and their behavior corrected with curt default error messages such as “You can’t see any such thing,” “That’s not a verb I recognize,” or “I only understood as far as wanting to…” This is by no means a “bad” thing. Rather, it suggests that on some level, playing a parser game is a process of negotiating roles and behavior through the enforcement of rules and boundaries. It hints at an underlying tension and eroticism inherent in parser games.
Portrait with Wolf leans into this power play extremely hard. The act of choosing a motif becomes especially interesting in Series VI, because throughout this series, the narrator directs the player to choose specific motifs. This dynamic may represent consensual power play between adults; it may just as easily represent sexual abuse. In some poems, the narrator merely alludes to the motif they want the player to choose: “Astronaut?” (Series VI, A Tooth-Shaped Sunset), “The wolves are my motif” (Series VI, Portrait of Patient with Wolf). In others, the narrator commands the player to choose a particular motif: “Now be good and choose the cat motif. Go on, do it.” (Series VI, In Joyous Anticipation), “I want a dirty turnip now.” (Series VI, I Know This Is Your Favorite Part). In this way, the player’s choice can represent either provocation or submission, both of which affect the dynamism and energy of the poem.
Let’s consider this example:
The Velveteen Bible
An affordable softness by Some Action
Release VI / Serial number AHHHHH / Inform 7 v10.x / :}
Boot. Take the boot.
Basement
This room has grown smaller, and so have you.
A way for you to tell which way is up.
(*C*) don’t stop now (times incorporated: 1)
(*T*) don’t. don’t stop
(*B*) now, yes, now
(*A*) don’t stop, not now (times incorporated: 1)
>
The references to velveteen, affordability, and “some action,” give the poem a kind of tawdry Boogie Nights vibe. Right away, the narrator makes their desires clear: “Boot. Take the boot.” The sexualized nature of the choices, all imperatives, implicates the player in this exchange. Among the choices, B (“now, yes, now”) stands out as different from all the others. This is clearly the choice the narrator wants the player to make. In this climactic moment, the player’s keystrokes become almost like literal strokes. Upon entering “B” at the command prompt, the player sees the following text:
>b
I want to see you
where the action is
*** Lower ***
Keep up.
By choosing the boot motif, the player has chosen to submit to the narrator’s wishes. In the second half of the poem, the white space very effectively reinforces the dynamic between player and narrator: In order to read the epitaph, “*** Lower ***” the player must literally lower their gaze in obedience.
If the player obeys the narrator throughout Series VI, they produce a portrait titled “Who’s Been a Good Little Duck,” unlocking Series VII. In this series, the player must again follow the narrator’s instructions in order to complete the portrait “You Know What Happens to Willful Children,” unlocking the final series and the game’s true ending.
In Series I through V, there are no narrator directives present. However, this doesn’t mean that the player is free to choose whichever motifs they wish. As in Series VI and VII, there are rules that govern the choices of motifs. Let’s take a look at the list of completed portraits that appears early in the game, after the player unlocks the default ending:
Underfutured ^_^
Cats Are Our Friends —
Eat Your Vegetables —
Can You Run in Those Boots —
Space Is For Real —
[Hidden] —
[Hidden] —
[An Impossibility] —
The smiling emoticon indicates that the player has completed the portrait titled “Underfutured.” The titles of the other possible portraits, with their references to cats, vegetables, boots, and space, suggest that in order to advance, the player will need to create portraits made exclusively of each of the four motifs. If, in Series II, the player chooses a different selection of two or more motifs, they will simply achieve the default ending again. The game will not let the player progress from Series II to Series III unless they create a portrait consisting exclusively of cats, turnips, boots, or astronauts. And only by finishing the first five portraits can the player advance to Series VI, which appears in the list above as “[Hidden].” In this way, Portrait with Wolf gates the player’s progress until they have solved a very light puzzle, both of which are conventions in parser games, among many other types of games.
So what does the player’s input mean in Series I to V? Rather than choosing motifs based on poetic alignment with the text, the player is, in a way, simply “button mashing” or “grinding.” In most instances, in fact, the player must actively reject the poetic connection in order to “complete the stage.” Consider this poem from Series II:
Portrait of Patient with Wolf
Blue paint on drop-cloth by Lou Puzz
Release II / Serial number 240731 / Inform 7 v10.x / D
The wolves were just a creative risk! There were never more than two of them of them 0:3
Partially-Filled Room
This light, here, and the places without light, here.
Get down and smell the metal.
(*C*) cuddly cat picture (times incorporated: 5)
(*T*) turnip fritter photo
(*B*) boot, screen-scraped
(*A*) iron-on astronaut
As I was reading the banner text, room name and description, and easel text, I thought about the vacuum of space, about the Earth, and about wolves multiplying in the darkness; I thought about frozen metal; I remembered reading once that the moon smelled like gunpowder: I wanted to choose the astronaut. But because I had already chosen the cat 5 times, I needed to choose the cat again in order to complete the portrait “Cats Are Our Friends.” Whereas in Series VI and VII, the player’s input foregrounds themes of compliance and control, the player’s input in Series I through V seems to foreground the tension between creation and empty grinding. In the context of the game, perhaps this grinding is meant to evoke depression, or an inability to meaningfully engage with the world.
Choosing a motif to incorporate into a portrait is not the only opportunity for player input. After the action response, epitaph, and prompt to restart, the player must press any key to restart and add another motif to the portrait. After a portrait is completed, the player must press “R” to begin another portrait. The player can type “ENDINGS” or “E” to see a list of the completed portraits, or type “GUIDE” to review the instructions and explore post-game content. The player can also type “QUIT” at any point to (attempt to) exit the game. Here’s what happens when the player tries to quit:
>quit
You don’t really want to go, do you?
Well? Come on, speak up.
> y
You can’t quit this, me, or us. We’re not done with you. Yet.
Are you sure you want to quit?
y
What makes this moment feel especially harrowing is how it toys with interactive fiction’s triangle of identities. Quitting a game is typically an extradiegetic command in parser games, a transaction between the player and the narrator. But in Portrait with Wolf, the inability to truly escape the eponymous wolf is a central theme. So in this case, when the narrator says “You can’t quit this, me, or us. We’re not done with you,”–the language of an abuser–they seem to be speaking to both the player and the protagonist. The player must struggle to shed the identity of the protagonist and truly extricate themselves from the game. In this context, complicating the triangle of identities also raises troubling questions about the player’s continued participation in the game. Does continuing to play the game suggest the player is somehow consenting to their own (and the protagonist’s) abuse? Is engagement the same as consent? Either way, manipulating the game’s material (in this case, responses to the “QUIT” command), generates tension and heightens the peril the player feels in this moment.
The epitaph and prompt to restart
The epitaph is typographically indicated by three asterisks and a space that brackets the text. It often–but not always–signals the end of a parser game. In Zork and Anchorhead, the epitaph is “*** You have died. ***” In Galatea, the epitaph is “*** The end. ***” In Midnight, Swordfight, the epitaph is “*** Curtain. ***” In many parser games, the epitaph is kind of like a portal, a moment in which the player transitions from inhabiting the identity of the protagonist to becoming fully the player again. When the player reads the epitaph, they have one foot inside the game world and one foot outside it. The epitaph is often followed by an extradiegetic prompt that asks the player whether they would like to undo, restore, restart, or quit. These commands only make sense outside the game world. In this way, the prompt to restart repositions the player firmly “outside” the game again, marking the end of the transition from protagonist back to player. Portrait with Wolf, however, is a game defined by the instability of categories, and it features a narrator who relishes disorienting both protagonist and player. It is no surprise, then, that the epitaph and prompt to restart do not permit an easy escape. Consider the following:
*** Is That Your Blood ***
Let’s just finish this first.
(Series II, Some Wolving Required, C)
*** You Are Mostly Safe ***
We’re just getting started.
(Series III, There’s a Fang in My Soda, T)
In both of these examples, the narrator refers to themselves and the player in the first person plural. The triangle of identities has been compressed into a “line” of identities, pitting the player and narrator against the protagonist. This is very far from the tidy transformation from protagonist to player that we expect to experience when reaching an ending in a parser game. Not only is the player still inside the game world; they now seem to be implicated in the narrator’s abuse of the protagonist.
There is another epitaph that I’d like to explore further:
*** Portrait of Protagonist with Wolf ***
(Series VIII, Portrait with Wolf, C)
This is the epitaph that appears at the conclusion of Series VIII, the final series. The title of this last poem, “Portrait with Wolf,” is transformed in the epitaph into “Portrait of Protagonist with Wolf.” This was a powerful moment for me, because the entire game has been building up to it. In this final portrait, the protagonist materializes like a specter in a spirit photograph.
While powerful, it is not an altogether unexpected ending. Throughout the game, there are continual references to fixing the protagonist in place: “The easel might be a good place for a Caring Person to pin you, like a bug, and Keep You Out of Trouble” (Series I, WOLVES); “You’re such a cute little bug! I want to pin you to this easel” (Series II, Some Wolving Required). This final epitaph fixes the protagonist in the portrait, forever, with the wolf. For the protagonist, there is ultimately no escaping the game.
Conclusion
What I think sets Portrait with Wolf apart from other poetic games like The Space Under the Window is the degree to which it relies on deforming and experimenting with parser elements in order to make meaning, manipulate player expectations, and modulate perceptions. Portrait with Wolf’s poetics are, in other words, completely inseparable from its medium, the parser game. It is a work that can only exist as a parser poem. If I were to hazard a definition of a parser poem, then, it might be (cribbing from both Olson and Magnuson) a poem that uses parser mechanics as material in order to modulate energy and perception.
What might future parser poems look like? Cook offers these suggestions on their Top Expert blog:
- Get rid of the header and fake final question stuff, and make a traditional linear narrative instead.
- Introduce more complex state tracking and use conditional texts or even complex “to say” definitions to make a more sophisticated choice game.
- Make a personality quiz.
I would add the following:
- Charles Olson hints at the potential of projective verse to convey epic works like those of Homer. Write an epic as a parser poem.
- Write a parser poem that is non-representational–that is, a parser poem that conveys emotions not through poetic language and imagery, but solely through playing and experimenting with parser mechanics.
- Write a parser poem that can be read as Inform code.
- Write a parser poem that can be read “against” its code–that is, a parser poem in which the “meaning” of the code and the “meaning” of gameplay are in opposition to each other.
Image credit: Callie Smith
1 Disclosure: I did two rounds of testing for Portrait with Wolf.
2 This article is based on Release 2 of the game (November 22, 2025), hosted on itch.io.
3 Throughout this article, I will be using the terms “player,” “protagonist,” and “narrator” as they are defined by Graham Nelson in The Inform Designer’s Manual, fourth edition. See also the ifwiki article “Triangle of identities.”
4 See also the reviews on IFDB and on the intfiction.org forum.
5 Montfort, Nick, “Toward a Theory of Interactive Fiction” in The IF Theory Reader, ed. Kevin Jackson Mead and J. Robinson Wheeler (Boston, MA: > Transcript On Press, 2011), 29-30. See also Montfort, Nick, Twisty Little Passages: An Approach to Interactive Fiction (Cambridge, MA, and London, England: The MIT Press), 13.
6 Olson, “Projective Verse.”
7 Magnuson, Jordan, Game Poems: Videogame Design as Lyric Practice (Amherst, MA: Amherst College Press, 2023), 104.
8 Ibid., 100.
9 In museums, basic wall label text is often called “tombstone text.” In the case of PwW, alluding to tombstone text in the banner mirrors the epitaph that concludes each poem.
10 When citing text within the game I will follow the convention “Series, Title, Choice (if applicable).” This citation method was developed in consultation with Cook.
11 In my playthroughs, both the first and second poems in Series I were titled “Portrait with Wolf ^_^”.
12 Olson, “Projective Verse.”






























A bold choice of cover design.








![A screenshot titled "The Visible Zorker: Deadline". The left side of the window shows the opening of Deadline, up to the command EXAMINE DOOR. The right side shows a list of ZIL function calls and the message "The [D PRSO] is open, but you can't tell what's beyond it."](https://blog.zarfhome.com/pic/2026/06/visideadline-app.png)






























