WHAT? NO PUZZLES? by Bev Truter After a prolonged fling with The Settlers I have returned to my first love - text adventures. While playing through some of the old 1996 Inform games I'd stashed away in a disk box for a rainy night, I came across three examples of the "new" style of puzzle- less text adventure; or interactive fiction, as our American cousins prefer to call them. Hmmmm...I'm not too sure about this puzzle- less stuff, as up to now I'd assumed that it was the puzzles, problems, call them what you will, that gave text games their very reason for existence. After all, how can you "play" a game when there are no puzzles to solve, no objects to collect and no clear goal to reach? In some cases there's not even a conventional "end" to the game, so it's unclear when, or indeed if, you have finished it. The current thought seems to be that interactive fiction *can* be played as a game, even when the only goal is to advance the plot in response to your inputs, resulting in a sort of choose-your-story kind of game. Some of these puzzle-less I-F games are well- written pieces, and interesting to play around with for a few minutes - I suppose basic human curiosity makes us wonder what will eventually happen in the story - how will it end? Will it end? Personally though, I still find the traditional text adventures more appealing - give me a good old treasure-hunt any day - but I wonder if there is anyone out there who prefers this type of pure storytelling I-F to the kind that contains puzzles? In case anyone's wondering what on earth I'm talking about, here are brief reviews/descriptions of four puzzle-less games: Aisle, In The End, The Space Under The Window and Aunt Nancy's House. AISLE by Sam Barlow The introduction to Aisle reads "You are about to read a story. Or rather, part of a story. You will be asked to define the story by controlling one instant in the life of the man whose story it is. Your intervention will begin and end the story, but be warned; there are many stories and not all of the stories are about the same man." Well, actually the stories *are* about the same man, although not in the same time perhaps. It's difficult to tell, as the "story" jumps haphazardly from past to present, depending on your input. You can enter only a single input (a word or a sentence), then the story ends, and restarts with the initial opening scene. There is only one location (an aisle in the supermarket), one character to interact with (that's if you can count a one-sentence input as "interaction") and no items to manipulate. The parser does understand a fair amount of words though, and you can glean some interesting information by typing "think about xxx", where "xxx" is something mentioned in the single location. Since the "story" finishes after each input from the player it's hard to decide if there is actually a conclusive ending; or do you just stop when you're bored? Story summary: Very depressed/depressing man muses about a past relationship that went wrong. Sheer curiosity might keep you plugging away at this game for about 10 minutes at most, by which time you'll have discovered all you want to know about the somewhat self-pitying central character in this little tale of woe. I did actually find one "ending" that seemed marginally more satisfactory than the other endings, but I never did find out exactly what had happened in the past to make this man so miserable, and to be honest, I didn't care. IN THE END by Joe Mason This was an Inform entry in the 1996 I-F competition on the Internet. There is no SAVE function in this game (not necessary, for reasons which will gradually become obvious); and typing SAVE gets the response "life doesn't work that way." Without giving away too much of the plot, you begin ITE in a church, attending the funeral of one of your friends. You can drive from the church to your home, a bar, a supermarket; or you can give a young woman a lift to her house. You can EXAMINE people and objects around you to gain an insight into your life and character, and that's about it. The author discusses ITE in an "about the story" section as follows: "In The End is first and foremost an attempt to write a work of interactive fiction, rather than an adventure game. My main goal with this story is to explore a certain aspect of the human soul, but this will hopefully be made clear through the story itself. This is not a text adventure in the traditional sense; indeed, it is not an adventure at all. One reoccurring thread on r.a.i-f is the question of whether a work of I-F can survive without the puzzles that make it an 'adventure'. Many people believe that these puzzles are necessary in order to provide obstacles for the reader and thus draw them in; and there has never been a successful piece of I-F which does not use them. Even stories which focus on the plot have obstacles and challenges to provide tension, and without them the plot tends to stagnate. However, this inevitably limits the potential audience of I-F because it discourages the casual reader. Only people of the mindset to enjoy solving these puzzles would have the patience to figure out what must be done to advance the plot. In The End will be, I hope, the first successful puzzle-less I-F....Even if this effort is successful, we still will not know whether a story which gets its tension from other sources can work without having its obstacles translated into 'puzzles'.... So I have presented a world to explore - not because it is necessary to explore the world in order to solve problems encountered in it, but simply for the sake of exploring, finding its nuances, and discovering what drives it." OK. We get the point. The author has written a story, or chunk of I-F without puzzles, so that we can wander about in his story, play it to the end (yes, this game *does* have a definite end) and explore the world he has created. But my feeling is that ITE would have worked better as a short story published in a book; something to read through on paper rather that play through as a "game". As a published short story it wouldn't have suffered the huge drawback of having to play the role of the central character - a thoroughly morose, unlikeable sod. For all the agonizing and philosophizing and angst you have to endure as the central character (an American male, about 40-ish I guessed), it was impossible to identify with him. I didn't like the role I was playing, I didn't like the world I was exploring and I couldn't stand the mood the author created. Story summary: Extremely depressed/depressing man muses about the futility of life in general, and the pointlessness of his own existence in particular. And finally, it doesn't matter what you input for the first half of this game, the plot just trundles along on auto-pilot until you leave the church. Examining objects or talking to people gives exactly the same response as typing WAIT for the first 10 moves. No, Joe. This was definitely not an enjoyable experience for me. Interesting perhaps, but also depressing. THE SPACE UNDER THE WINDOW by Andrew Plotkin This little story/game intrigued me more than the previous two, and I have no idea why. Verbs such as "get", "drop, "open" and even "examine" are not understood by the parser and get no response. Instead, you must type in the names of objects that appear in the narrative (eg, 'window') to change the course of the story and advance the plot. Typing "look" redisplays the current text on the screen, but doesn't cause you to look around the location in the usual way. When you type in a word that refers to an object in the text, it might send you "backwards" through the plot to a previous scene; and typing in the same word a second time might alter the course of events. I discovered it was possible to progress up to a certain point in SPACE, but then I got stuck in a series of repetitive loops. Did I reach the end? I honestly don't know. At one point three asterisks (***) appeared below the response to my input, but it didn't seem to be a conventional "end" to the game. During the course of the story you gradually learn more about your surroundings (basically 3 locations, although most of the action takes place in the indoor location, the "room".) Story summary: Silent/morose man seems incapable of communicating with the other person in a relationship heading for disaster. Your character's motives and the behaviour of the other character in the game remained a mystery; I never managed to discover WHY she was so angry with me, or what I had done (or not done?) to cause this anger. I suppose it was this element of an unsolved mystery that kept me fascinated with SPACE for about 15 minutes, but then boredom set in. With no puzzles to solve, no way to push the plot along any further, and no idea of whether I'd "finished" the game or not, I lost interest and wandered off to play something more traditional. Something with puzzles. Something like EXCUSE ME....now there's something that certainly *does* have puzzles. But hang on a sec, I'll try to end this article on a slightly less depressing note by commenting on another puzzle-less game I played from the 1998 I-F competition. I was so unimpressed with it at the time of playing that I promptly deleted it from floppy and hard drive, but in comparison to the above dark and brooding games, this one looks positively cheerful. AUNT NANCY'S HOUSE by Nate Schwartzman No puzzles. No score. No plot. No game characters. All there is to do in this short effort is wander around a house, read the room descriptions and examine the various household objects - a few piles of toys, a television set and a telephone, I think. After a while I began to think it was me being thick - perhaps there was a brilliant story and puzzles lurking in there somewhere, and I'd missed it all completely? No such luck. I checked with a friend who had played this game, and that indeed was it. ANH must be the most boring "game" on record; but at least it wasn't miserable or morbid. Lack of puzzles aside, all the above games were not fun to play. I don't mean that games should be bursting at the seams with humour, wit or jokes; I mean they should at least be enjoyable to play, otherwise what's the point of playing a text game? Although these puzzle-less games may provide a few minutes' worth of entertainment for the player, and may be interesting experiments for authors wanting to break new ground and try something different, I can't see them replacing traditional text games that have a variety of puzzles, a myriad of locations and some interesting objects to fiddle with. - o -