Yearly Archives: 2008

Monks, Manuscripts, and Modern Technology

And now for something completely different.

This has nothing to do with the IF Comp. Nor does this have anything to do with adventure games, interactive fiction, or indie game development. It does, however, concern a medieval European abbey and the intersection between monks, manuscripts, and modern technology, and if you haven’t noticed I just can’t help but be drawn to juicy stuff like that.

I caught this story in the NY Times while traveling on a cross-country flight, and thanks to the miracle of the web you, too, can partake. John Tagliabue reports that a vast collection of handwritten medieval books and manuscripts, one of the oldest and most valuable collections in the world, is going online with the support of a grant from the Andrew W. Mellon Foundation. (Link may require a login to the NY Times web site.)

The monastery in St. Gallen, Switzerland, is so [More...]

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IFComp: Capture Me This

Onward with the next batch of IFComp entries, as I review my initial impressions of each game’s opening (introduction, “About” screens, and the first location), summarized by the Capture Score from 1 (intriguing; a definite play) to 4 (dreadful and forgettable). Just a reminder, no spoilers here, just early impressions.

Hard to believe, but with this next set I find myself only halfway through all of this year’s entries — and I’m only reporting my initial impressions.

Games covered here include “Dracula’s Underground Crypt”, “Search for the Ultimate Weapon”, “Cry Wolf”, and “Snack Time!”.

“Dracula’s Underground Crypt”, by Alex Whitington

Upon opening the game, I’m notified immediately that this release may be less than ideal because of the author’s recently discovered requirement for a social life. Later, after typing HINT, I come across the FAQ list (well, more precisely it’s the QTIWBFAIAEAMQATG list, but never mind that), the first [More...]

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IFComp: EnCaptured

Continuing yet again with the next batch of IFComp entries, as I review my intial impressions of each game’s opening (introduction, “About” screens, and the first location), summarized by the Capture Score from 1 (intriguing; a definite play) to 4 (dreadful and forgettable). Just a reminder, no spoilers here, just early impressions.

Games covered here include “Violet”, “The Absolute Worst IF Game in History”, and “The Ngah Angah School of Forbidden Wisdom”.

“Violet”, by Jeremy Freese

“Violet” is a game that begins with a more minimalist approach; no long introduction, just what sounds like an initial conversation between two people. And I’m apparently a procrastinating writer; the ABOUT screen notifies me that I am the boyfriend of the character (Violet) narrating the game. It’s an interesting and not often used perspective, and it’s a nice touch to see everything, including the ABOUT screen, narrated in this voice. It is [More...]

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IFComp: Searching For Capture

Forging onward with the next batch of IFComp entries, as I review my intial impressions of each game’s opening (introduction, “About” screens, and the first location), summarized by the Capture Score from 1 (intriguing; a definite play) to 4 (dreadful and forgettable). Just a reminder, no spoilers here, just early impressions.

Games covered here include “Nightfall”, “Trein”, and “Red Moon”.


“Nightfall”, by Eric Eve

This is the next game from Eve, another veteran IF author with previous notable works like “The Elysium Enigma” and “All Hope Abandon”. I’m already biased, knowing the quality of his work, but even if I could evaluate the opening of this game objectively I’m sure it would score well. The quality and polish of his writing is quickly recognized, and the theme is strong and engaging: I begin on an empty train platform, in the early evening after the last train has left, taking [More...]

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The Winner: Frayed Knights

A few of the scattered individuals who stop by here every now and then might not be aware, but there was a year-long competition sponsored by MyDreamRPG.com, a group dedicated to developing tools to help indie developers create RPG games, including MMORPG games. The contest started in April 2007 and, I would assume, finished in April 2008, with the goal of creating the best CRPG game based on one of the Torque Game Engines. First prize was an impressive $10,000, and a number of groups entered.

I say that I assume it finished in April 2008 only because I never heard anything about a winner, and had completely forgotten about it. I do know that Jay Barnson of The Rampant Coyote had entered, and up until the April deadline was doing a fantastic job of grinding through the workload on his entry, “Frayed Knights”, an RPG “of [More...]

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IFComp: Screening Capture

Forging onward with the next batch of IFComp entries, as I review my initial impressions of each game’s opening (introduction, “About” screens, and the first location), summarized by the Capture Score from 1 (intriguing; a definite play) to 4 (dreadful and forgettable). Just a reminder, no spoilers here, just early impressions.

Games covered here include “A Date With Death”, “When Machines Attack”, and “Berrost’s Challenge”.


“A Date With Death”, by David Whyld

Whyld’s game, subtitled “being the further adventures of the king who wished to die but whose subjects just weren’t ready to let him go”, is the third game in a series that began in 2004 with “Back to Life… Unfortunately” and continued in 2007 with “The Reluctant Resurrectee” (second place, Spring Thing 2007). I never played either one, but Whyld includes a short summary in the “About” screen of their bizarre premise: a king who had been [More...]

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IFComp: Capture Quest

After a brief intro yesterday, my filtering of this year’s IFComp entries shifts into gear as I continue to walk down my randomly generated list of games. No spoilers here, just some initial impressions of each game’s opening, which includes any introduction, “About” screens, and the first location, summarized by the Capture Score. The range is from 1 (intriguing; a definite play) to 4 (dreadful and forgettable).

Bear in mind that my intention is not to judge the the complete piece, only to report my first impressions of the entries to see which ones engage me enough to pull me in for more. I’ll play the ones that do to see if the experience matches the anticipation, and afterward if any games that I pass on place high in the competition, I’ll go back and see what it was that I missed.

“NerdQuest”, by RagtimeNerd

So my random game [More...]

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And In Other News, Generalissimo Francisco Franco Is Still Dead

With October comes once again the start of the annual IFComp, this being the 14th competition. It’s hardly breaking news at this point, of course, what with the bevy of blogs and websites reporting it to the world and already posting early game reviews. We’re not even a week into October and I feel like I need to catch up.

Comp time is a sweet time, though, because once it arrives we get a huge bolus of new IF games to play, and who knows what we might discover in the collection. The IFComp is where we got Vespers, and some really fantastic games have won over the years. But unless you keep up with it you can miss some really entertaining games that don’t necessarily finish that high. Aaron Reed’s “Gourmet” finished 5th in 2003, and Andrew Plotkin’s “Delightful Wallpaper” finished 6th in 2006; both [More...]

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The End of September Vespers Thing

Another month has come and gone, which means it’s time for a quick Vespers update.

Nope, it’s not finished yet.

Was September a good month? In general, I’d say it was pretty good. On the one hand, another student animator has left the project, which means we’re down to three. At least I’m assuming he’s left the project — like so many that came before him, he’s just no longer responding to e-mails. It’s not too troublesome since he never really got off the blocks with this project, but still…is it just animators, or are other people like this as well? In the face of overcommitment or disinterest, is it everybody’s instinct to lie low and hope nobody notices? Or just animators?

On the other hand, the remaining three animators are progressing nicely, and one in particular, Shawn, has agreed to devote a good deal of time and effort over [More...]

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A Treasure of LucasArts and Sierra Oddities


I caught this one from GameSetWatch, through Unseen64.net. A website by ATMachine that showcases a pretty impressive amount of info on some of the old LucasArts and Sierra adventure games, much of which was probably unseen. Not sure why or how it came to attention at this point in time, considering the site appears to have been around for a few years, but I’m glad it did since I hadn’t noticed it before.

There’s a wealth of cool stuff there. Development and design images from games, early (WIP) screenshots, alternate art and GUI interfaces that were never used, comparisons of the same games on different platforms, comparisons of demos and full releases, and other oddities. Some of the games featured include LucasArts’ Monkey Island 1 and 2, some of the many Indiana Jones adventures, Loom (which I never played), Dark Forces (ah, the memories of that one), [More...]

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