Impressions of the 2002 IF Comp By Dog Solitude For the last eight years the members of the rec.arts.if-fiction newsgroup have held a competition for the creators of adventure games. The competition has few rules other than the games must be original, freeware and completable in under two hours. Not a tall order you may think, and neither did I - fool that I am. So this year, armed with a half-arsed idea from Peter Smith, who must at the very least take the responsibility for playing devils advocate on this one, I entered the competition myself. Thus Coffee Quest II was born. My initial interest in the comp was as a vehicle for reaching a wider audience and obtaining valuable feedback, which would of course influence the design of future games. Oh how naive I was. I know that you can't please any of the people any of the time, but I wasn't expecting such a varied response as was received. Scores from the judges ranged from one out of ten to six out of ten and the majority of the criticism wasn't particularly constructive, but while there was little objectivity in the criticism there was certainly plenty of objecting. I didn't mind so much the claim that I'd been influenced by Satan, but the name Margaret Thatcher was mentioned. Fortunately I have the skin of a rhino, albeit an albino one with acne, and after a short period of recluse and sobbing it's all water off a duck's wotsit. I am aware of flaws in Coffee Quest II and was expecting to be picked up on a few style issues. For example I don't like overly elaborate descriptions, as I tend to lose track quickly thus I keep my descriptions fairly short. I was also expecting criticism for referencing other material, which, while intended as a homage, I felt could be seen as plagiarism. The game also got out of hand in development and became much too big for the player to get into in the two hours allowed and wasn't tested thoroughly enough or by a varied enough group. There were also a few quirky one liners and references, which people just didn't get. Obviously I'm not as clever as I had thought, although personally I think I would much rather play a quirky game than one aimed at the lowest common denominator. As with any competition or test scenario, the artificial environment of the IF competition bares little resemblance to the real world, e.g. Scoring high on I.Q. tests means you can score high in I.Q. tests end of story. Thus I would probably recommend that anyone considering entering the comp write a game specifically for it rather than submit an existing one and with my usual twenty/twenty hindsight I have come up with the following tips. - Because of the two-hour game play limit imposed on judges it's a good idea to go for the small and perfectly formed game and refrain from any epic ideas. - Aim for a fun and interesting theme in order to pique interest quickly and use articulate descriptions to build atmosphere and hold attention. Many in the online IF community consider text adventure games to be a form of literature and, while there are separate competitions for this, still use it as a factor in their judging. - Maintain momentum by providing small rewards often, e.g. responses to viable actions that have no real effect, and employ lots of synonyms so that judges don't lose their flow while searching for a verb. - Programming bugs and grammatical errors are dealt with harshly therefore get as many testers in as possible to hunt them out. I'm lucky enough to have been gifted with an appalling memory, so that I'm often surprised by what I've written earlier, but I'm sure external testers are better. - Play other games, particularly recent games and classics. Much has changed since the halcyon days of the eight bit as styles go in and out of fashion, but research in this area can yield dividends in the form of those little in jokes and references so loved by the community. This said it's worth bearing in mind that something is only clever if someone else understands it too. - Plan out the game before hand. I soon realised that if I were to wait for a comprehensive plot before commencing I would never start and thus decided to just run with what I had and see what happened. Peter also reminded me that very few things end up exactly as planned particularly with software. In fact I seem to remember John Lennon saying something like, "games are what you write when you're busy making other plans". As an extreme example it's worth mentioning Doreen Bardon here as many of her games were complete on paper before she even contemplated learning to program! These are only a few ideas and while some may be sensible they are really aimed at the competition, rather than adventure games in general. Many of you will have your own pet hates regarding game content and will probably have incorporated these into your own games. I have certainly learnt something with every game I've written - Mazes spring to mind, "designers like mazes, players do not like mazes". (Graham Nelson), and as my goal has been to create and entertain I welcome any useful criticism and hope to develop from it. Although Art is often defined as creativity for it's own sake, so perhaps we should just express our creativity in any way we feel appropriate, enjoy ourselves and forget about the prizes? - o -