XYZZY Awards 2008 Thoughts

by Sam Kabo Ashwell

The
Xyzzies are a very different beast to the Comp. The comp rewards games for negative as well as positive popularity; being inoffensive is as important as being loved. The comp is about generating feedback and interest; the Xyzzies are about Respect. Games that do well in the comp often age poorly; my feeling is that past XYZZY winners make for a better summary of the State of IF. The other thing is that Comp reviews are, perforce, first impressions: I reliably misjudge one or two games every comp.

But every time the Xyzzies roll around I find that I have real trouble coming up with credible nominees for two or three categories, and when the shortlist comes out I find I've played embarrassingly few - particularly non-comp games. (2008's unusually narrow field turned out to be an exception - I had played all but one of the nominees, although three of them fairly briefly. Honestly, I think it's a bit of a thin field.) Unlike the comp, the Xyzzies don't tend to generate very much interest or feedback, or get people playing games. So this year I'm going to take things Seriously, dammit. I'm going to play (or replay) all the nominated games, and think about them in terms of the stuff they're nominated for. I will write about it, so that I actually consider things. Then I'll tell you all how you should vote and why you should burn down the Auditorium if unworthy games prevail.

This was, uh, a lot of writing. I can see why it's not a standard occasion for reviews, particularly in years with a broader field. I haven't really been able to say insightful things on every award for every game, and sometimes I've mostly written about a game's failings even though I voted for it. On the other hand, sometimes I've picked up on a thread and run with it for longer than is really necessary. So, this is not comprehensive. Apologies.

If there's anything you'd like to say about this, you can reach me at gmail (magadog); if you would prefer an open format, you can go and leave comments here or else assail me on ifMUD, where I go by maga.

***SPOILERS FOLLOW***
for Afflicted, April in Paris, Buried in Shoes, Escapade!, Everybody Dies, Gun Mute, The Moon Watch, Nightfall, Piracy 2.0, Snack Time! and Violet.

Game | Writing | Story | Setting | Puzzles | NPCs | Individual Puzzle | Individual NPC | Individual PC | Use of Medium | My Votes


Best Game

This is possibly the least interesting category. In recent years it's been somewhat rare for a game to win this without entering in the Comp and placing in the top three (and oh look, there are the top four); the last time that happened was in 2002. (By contrast, a non-comp game won in every year before 2000.) It also makes trouble for specific analysis, because it's extremely broad. So I'm going to be very brief here.

Everybody Dies, Jim Munroe - the obvious choice for the theory-oriented, dedicated-newschool crowd, which tends to have a stronger showing in the XYZZYs relative to the Comp.
Gun Mute, C. E. J. Pacian - the only non-Comp game to really draw a lot of attention this year; the only game nominated for anything that wasn't released for a comp. Fun, well-written, of theoretical interest.
Nightfall, Eric Eve - a big exploration game, which are much-loved but come along quite rarely.
Piracy 2.0, Sean Huxter - the outsider, I think. Weak writing, fun puzzle structure.
Violet, Jeremy Freese - a game that nobody seemed to dislike and a lot of people really loved. Has to be the favourite.

I am a dreadful contrarian, I confess, so I have been thinking very hard about Gun Mute and Everybody Dies, but if I'm going to be honest the game that gave me the most enjoyment this year was Violet.

My vote: Violet

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Best Writing

Everybody Dies, Jim Munroe
Munroe has an acute eye for detail. That is, while there isn't a vast profusion of detail in Everybody Dies, the detail that's there is well-observed. There are no pyrotechnics - the world is really quite dull, magic or no magic - but the prose redeems it from cookie-cutterdom.

The prose here is largely about characterisation and voice. There's a Robb Sherwin-like fondness for awesome vulgar idiom, a good feel for bad grammar. Even when the characterisation prose isn't right up in your face, as with Graham, there's a wealth of subtle little touches. "I'm no pussy, but... seems dangerous." Fairly terse and conversational; these are teenagers in a familiar environment, not aesthetes in a Gothic cathedral.

One big obvious thing about Everybody Dies is what isn't written. Knowing which things not to write is a pretty major writing skill; there are quite a few such elegant cop-outs among this year's selection, but Everybody Dies is the main one where the purpose is to avoid a perilously-easy-to-fuck-up bit of prose. Not writing a surreal sequence about souls intertwined and mysterious transmigrations was a damn fine decision, because in prose it'd be a very tall order.

Gun Mute, C. E. J. Pacian
I have to admit that my impression of Gun Mute's prose has been rather inflated by having it read to me in a Tennessee twang. The prose is generally terse, often utilitarian, like an FPS with a low polygon count and a graphics designer who knows how to make the best of it. It's never attractive, per se, but it accomplishes its aims.
You shoot Claw-Hand Hank in the face. His head jerks back with a puff of splintered teeth and he collapses into the water trough.
Partly, as with everything in the game, this is a pace issue; long descriptions would have choked gameplay off. Mooks don't die operatic deaths in cowboy movies: snap, down they go. Lavish prose doesn't really fit a Western setting; the text needs big open skies in it. Dialogue (well, monologue) is generally pretty good (again, better if your brain is willing to supply the accent): lots of genre-appropriate, mildly amusing one-liners.

Nightfall, Eric Eve
I confess that I am not captivated by Eve's prose; it gets the job done, it isn't ugly, but it isn't appealing in its own right. Nightfall is a rather long game, and writing deathless prose is harder when you have to write a lot more of it. Part of it, I suspect, is that David is a fusty, proper and graceless protagonist, and so he's best-evoked by fusty, proper, graceless prose, ponderous and dutiful. (It's not as over-the-top as I'm making it sound; this is all a matter of a choice of phrase here, a very slight bit of overwriting there. Similarly, here and there it almost has moments of haunting elegance, but... not quite.) The fact that it's serving a purpose doesn't make the prose style any more delightful for the player, however.

It does a fine job of setting the tone, but, once set, doesn't do a great deal to vary it.

Violet, Jeremy Freese
A decent puzzle game but hardly a standout one, Violet is transformed by its writing. Most of this cashes out as characterisation, and the style of characterisation is almost as important than the content.

The prose accomplishes its effect without very great verbosity; a paragraph of more than two lines is rare. This is a very fine thing; the conversational aspect would have suffered under more drawn-out prose, it makes play a lot smoother, and it still conveys all the puzzle-pertinent information one might require. Unlike most terse prose, however, the writing's full of an obvious love of language, of getting just the right phrase; and it's writing that rewards the player constantly, that makes the texture of the game a bundle of delights even when its content is sordid and depressing.

Conclusion: I was originally angling for Everybody Dies, but then I replayed Violet, and yeah, you don't really remember it as a prose-oriented game, but the writing is really good.

My vote: Violet

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Best Story

A difficult category to consider separately; I'm not a big believer of Great Stories with magnificent plots that render their execution of secondary importance, so it's hard to consider Story as independent from characterisation and writing. And if you include characterisation and writing, and you're still talking about an IF format, it becomes kind of hard to exclude puzzles and medium and so on; at which point, how do you distinguish it from Best Game? I realise that this sounds rather like sophistry, but the distinction becomes a lot more obvious when you're trying to write about it. Anyhow, I'm going to try to think about story as narrative form that can be influenced by game-like elements but is not appreciated on the same level as games, which is a bleedin' fiddly way of going about things after a couple of pints.

Afflicted, Doug Egan
I only got about halfway into Afflicted during the comp; while it had an engaging puzzle-hook, the foreshadowing felt far too heavy-handed and the PC's game-mandated behaviour didn't seem very logical. The title of the nominated puzzle, honestly, is kind of a spoiler; I thought that I was in a serial-killer horror, but in fact I'm in a vampire horror and the victim's as much a threat as the killer. This is a neat little twist, although it's rather spoiled by the Explanatory Vampire Books that just happen to be lying around in plain view. Also good is the player's reason for getting involved.

Still making little sense, however, is the protagonist's motivation for staying involved as the plot unravels; why is this small-time public servant reassembling chopped-up bodies? Mind-control of some sort is an obvious reason, but there's scarcely any hint of it; the player's inner world is not revealed much. Similarly, the NPCs are underimplemented to an extent that damages the story. There's clearly something quite good going on in the author's head, but it's not really fully conveyed.

Lots of endings, all of which make narrative sense (though not practical sense, necessarily, unless you grant the mind-control thing).

Everybody Dies, Jim Munroe
This is a really good piece of storytelling, even if the premise is the kind of thing that - what does one call those movies with a faux-psychological slant and thinly-justified magical realism? Anyway, this is one of those. It's quick-moving, feels quite short; starts right before the action, cuts off right at the close of action. There's narrative symmetry, but not enough to make things obvious. I keep talking about how I want it to be longer, which says something good.

The story is, however, mostly about survival, which means that the special motivations of the protagonists don't get engaged with it all that solidly. A lot of elements didn't have time to get explored. And the survival thing makes for a dramatic anticlimax at the end, also: life continues to suck, but at least nobody died. It hits the same tone as the protagonists' mundane lives: here is what we have to do just to get by. Oh, certainly it fits the realistic style - it would have rung horribly false if Graham discovered his inner sticktoitiveness and Ranni and Lisa fell into each other's arms - but I still felt as if I needed a bit more of a final note. But I guess, to some extent, that's the point: the characters are all kind of searching for a high note, something that breaks through the grey. And they don't get to have that, because that's life. (Munroe did the same kind of realist okay-I-guess endings in Punk Points.)

Gun Mute, C. E. J. Pacian
A fairly straightforward Western plot: the hero's lover is in trouble, so the hero kills his way through a swathe of bad guys to effect a rescue, cleaning up the town in the process. It's intentionally an old faithful, the sort of dumb McGuffin-girlfriend justification you'd expect of an arcade shoot-em-up. The appeal of Gun Mute's story is all about how this basic idea gets embellished and subverted.

I'm particularly fond of the opening scene - it adds immeasurably to the setting and tone, while offering some kind of justification for the game's hard linearity. The ending is a little flat by comparison, but, well, videogame-style endings tend to be; the technique of the drawn-out, World According to Garp-style epilogue is gloriously indulgent for author and audience alike, but it usually doesn't represent the ideal aesthetic decision.

The suggestive style that works so well for the setting is less effective storywise; there's just a little too much there for the Mythic Western (or Mythic Postapocalyptic) trope to work, and not really enough for anybody to have a character arc or anything. We get a few scraps of backstory, but not really any more than would be implied by genre anyway.

And I don't really think that story was a major goal of the piece; it's a rail-FPS, for christ's sake. "Are you a bad enough dude to rescue the president?" [153,749 bullets later] "Yes" is not much of a narrative;* indeed, many's the decent action game undercut by a preponderance of turgid cutscenes for the sake of a superfluous plot. The principle of just having enough plot to keep the game moving serves Gun Mute well, overall; but something's still sacrificed.

Nightfall, Eric Eve
An ambitious plot: Sturm und Drang, love and conspiracy. I don't think it succeeds, which is a pity, because too few people are writing big ambitious games.

There's a pretty strong pacing problem; the game's quite long and doesn't have a great many twists, and most people are going to have the ending figured out by halfway through. You know she did it, and you know why she did it, but you have to keep on going. And - well, hm. Characterisation is a problem for the plot. Emma never quite clicks as a character, and since the plot relies very heavily on her being A Big Deal, this has fairly serious ramifications for the story.

There are an appropriate number of endings; some feel right and some don't. (Killing Emma is a particularly odd-feeling ending.)

Violet, Jeremy Freese
The story here is not really very much about what happens in-game; it's about the Relationship, which is kept at arm's length during actual gameplay. The embellishments on the basic plot are delivered in fragmentary form, in no particular order; lots of brief, remembered vignettes.

The ending is... mrf. Not as satisfying as it should be. The stalky twist is pretty off-putting, and... well, the vibe I got throughout the game was one of the protagonist being ordered around by Violet for their own good. And so at the end I'd have liked some kind of hope that this wouldn't be the main basis of their future relationship, or some inversion, or something... but instead what I get is mostly stuff that confirms that. Violet jerks the PC around and they take it. The PC goes off to live a more Violet-oriented life. So, well, after being rather charmed by Violet for most of the game, the tone seemed to abruptly shift under my feet. Conclusion:

My vote: Everybody Dies

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Best Setting

Setting is one of the things that IF is good at. Further, this is an area that doesn't really see a lot of experimentation or complicated code; good setting is usually a matter of good writing and solid implementation of standard techniques. The tools are all there; it's just a matter of how much skill and effort gets put into them. That said, there weren't really any standout deeply-detailed gorgeous-environment games this year.

Buried In Shoes, Kazuki Mishima
Strange. If I'd been asked which award Buried In Shoes was most likely to earn a nomination for, I'd have answered 'Use of Medium' in a heartbeat. But setting? That wasn't how I experienced it at all. Definitely a good reason to replay.

The approach here is evocative, exaggerated childlike minimalism; implementation and detail is not deep. An ambiguity is intentionally cultivated as to whether the setting is 1930s central Europe or modern America. There is a major, conscious step away from the IF convention that physical descriptions are necessary; in a standard IF game you might see a physical description with personal associations woven into it, or a physical description paragraph followed by a personal association paragraph, but Shoes is entirely about the associations. This gives the setting a very childlike sense of bewilderment, disorientation and non-control; the world is not something to be logically comprehended and shaped, but a source of dreamlike threatening mystery.

What will you do? open wardrobe
When you asked Mother why you had to empty the wardrobe, she said "They want us to move."
At a few points there is something that looks like a standard IF approach to geography, a sort of safe territory; but this is fleeting, a sense of comfort only established so that it can be taken away. Even in these sections, your interactions do not really influence the world. So the mundane IF House becomes kind of a polder, a refuge of normality which must shortly be abandoned.

I don't love this setting, but it does interesting things, and I suspect that this is a game that will age well.

Gun Mute, C. E. J. Pacian
The world of Gun Mute is a glorious mish-mash of every postapocalyptic and Western stereotype ready to hand. It doesn't really aim at grand worldbuilding, but it does a lot of grand suggestion. Inversions are a big part of it; the high-tech culture is the wilderness one (presumably because everybody's so technologically sophisticated that they can be fully autonomous), while the simple-livin' folks are clustered up in the outmoded industrial towns. There isn't really anything that could be called a consistent geography - just an assortment of locations threaded into a sequence with a start and a beginning but no obvious internal order; locations feel as if they're free-floating. But this doesn't really matter all that much to the impression of place that it gives; rather, it contributes to the suggestive nature of the setting, something that would be rather harder to do with a map that nailed down everything relative to each other. (This is why, for instance, I found it faintly disappointing when official maps of the Discworld began to come out; the suggested geography was much stronger than any definite map could be.)

Setting in the close sense, the detail of the immediate, simulated world, is not richly detailed, and rightly so; dense detail would have slowed the pace down, and pace is a good deal of what makes Gun Mute work. It feels a touch sparse, perhaps, but there aren't any egregious omissions; it's more that only things that are directly relevant get mentioned. The descriptive prose is mixed; at times it's strikingly effective, at times a little more list-of-objects clunky.

Nightfall, Eric Eve
Nightfall's setting hook is established in the first line.
You've lived in this city all your life, but now you may be the last man left here.
Setting-reveals-protagonist is one of the most powerful standard tools available to the IF author, and one of the most commonly used. The setting of Nightfall - an unnamed English city - is portrayed in terms of the protagonist's lifelong non-relationship with a mysterious woman. Said unrequited love interest has also lived there all her life, and has her own strong, conflicted attitude to the city. The survival of the city is a big part of what's at stake. Given all this, you'd expect the setting to be very prominent and distinctive, the third major character of the piece.

The problem that Nightfall has is that it's set up very clearly as a generic city. It's described in competent but flat prose, has few or no distinctive features, and . The main things that distinguish it from the Generic IF Cityscape are that it's English, and actively rather than passively deserted.

The PC also tends toward the generic, and hence can't lend much personality to the city: while he's familiar with recent local history, for instance, it's mostly the sort of local history that would be true of any English town. I suppose that the mere fact of Englishness might add some interest to non-English readers, but it's really hard to feel much emotional connection to the city; I would not weep if it burned.

You could make an argument, perhaps, that there's a subtext about the growing homogenisation of urban Britain, and that this paucity is reflected in the protagonist's bland, dissatisfied character - this is an argument that could equally be made about a thousand poorly-implemented suburban-American settings, without very much justice, but there's quite a lot in the text to back this up:

The supermarket occupies the entire corner on which it stands, and was seemingly designed by an architect desperate to win the International Bland Building of the Millennium contest.
Not that this makes the city any more appealing, I should stress. Nightfall's setting really works because of the atmospherics rather than the set - the feeling of dark emptiness, the need to evade police, the tension and looming threat, distance from other characters - all these elements shape the feel of the setting indirectly.

The map is large and well-organised. IF players generally enjoy the texture of exploring big maps - and there just aren't that many big-map games being finished. It also has some very considerate tools to make navigating that map more efficient; this hurries the pace up, blurring the backdrop so that the details matter less. This given, I don't think that the relatively shallow depth of the setting is that much of a problem for the game as a whole; deep detail could easily make the pace grind to a halt. The problem is more to do with the flavour of what's there; the setting serves the gameplay aims very well, and does a good job on tone, but just isn't all that interesting in its own right. And, given the premise, it needs to be.

Piracy 2.0, Sean Huxter
My basic recollection of the Piracy 2.0 setting was of Bland Spaceship in Generic Space Opera Universe, which is honestly a pretty wretched impression to leave on anybody. Scenery is very sparse. The map is not very intuitive; I got lost on several occasions when trying to get places in a hurry. (I think this is more to do with the lack of distinctive detail than bad map design, though.)

Much of this is improved on by the feelies, which weren't included with the comp release (although they were linked to); playing this with the map and the schematic would be a great deal easier. The schematic does considerably more descriptive work than the in-game text.

I think that fundamentally, there's a big desire in the IF community for a canonical Great Space Opera Game, and... well, lots of folks have done parts of a good space opera, but mostly there have been a lot of uninspired failures. The setting issues in Piracy 2.0 are suggestive of why this is: it takes time to build up a strong sense of an sf/f world, and it's easy to drop back onto stock genre elements. Piracy does little to evoke anything different and intriguing from its Benign Interplanetary Government and its Noble Space Military, or explore why pirates are pirates, or do anything very much to make its world more than a backdrop for laser explosions. At the same time, though, it makes a pretty good stab at the sense of broad, adventurous possiblity that makes the genre work.

Violet, Jeremy Freese
Violet's conversational style and low verbosity makes sacrifices in some places, and one of them is description. The game's environment is conceptually rather than visually rich; as with Everybody Dies, the world is mundane and of very secondary importance to personality. So this is very clearly not an IF environment that evokes aesthetic pleasure; its importance lies mostly in how it's used in characterisation and puzzle, and how it prompts tangents from Violet. As a one-room game, of course, it's full of things to look at and play with, which has strong appeal for my monkey-instincts.

Violet employs the claustrophobic effect of one-room games to good effect. The protagonist is stuck in this room which is uncomfortably saturated with associations of their own inadequacy. Virtually every feature of it connects either to this or to Violet's general awesomeness. Desperation doesn't work if it's optional, so this contributes heavily to the game's emotional tone. The world starts out interestingly busy, and closes down around you as increasingly more puzzles are solved. (There game world works as a neat little encapsulation of what a relationship with Violet is like, I suppose; full of strange, distracting shininess, continually giving the player quirky gifts.)

My vote: Gun Mute

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Best Puzzles

You'd expect this category to be dominated by non-comp games; people who release big puzzle games tend to do so outside the comp, partly because they aren't very comp-suitable and partly because they can usually generate a decent amount of attention on their own.

Escapade!, Juhana Leinonen
The wacky, surreal-cartoon logic of Escapade's world should, by all rights, make life difficult. There are all sorts of things that you would expect to be a nightmare to code; the portable hole in particular. As it turns out, most of the puzzles - excluding the final one - are fairly easy; sensible approaches to escaping that you might try generally work, just very briefly. Quite often the skewy logic of the game collides with the imperfect implementation in ways that make life rather confusing; why can't you re-open the trapdoor? Or look through it properly?

The puzzle structure is fairly flexible, in that you don't have to solve everything to win. A slight problem, perhaps, is that the puzzle structure feels crueller than it actually is; H.R.'s item-trading suggests that items are valuable and will need to be hoarded for later use, but most escapes use up an item or two. I fully expected to be shafted by this later on in the game.

Gun Mute, C. E. J. Pacian
Gun Mute's puzzles are not, individually, all that distinctive - none of them would seem out of place in a more conventional work. Their overall effect, their arrangement, is what's significant. Most obviously, they're themed to make the game seem like an on-rails FPS, and this is reflected in their mechanics. They're fairly easy, so as not to break up the pace too much. They involve a fairly simple set of commands - most of them require you to shoot things and use cover, and nothing else. They involve a strong timing component, which imparts a strange sort of rhythm to gameplay, almost like a dance: shoot, shoot, reload-FORWARD, shoot, hide, shoot, hide, reload-FORWARD. (This was brought out particularly because I first played it by proxy, with Jacqueline Lott reading out the text and entering my commands.)

They also rely heavily and effectively on videogame assumptions - of course you shoot the robot in the glowing red eye, of course you work out your enemy's attack pattern and exploit it.

There is an attempt at slowly increased difficulty, which is sort of mixed; the final puzzle, the obvious Boss Fight, is certainly the most intricate, and the first fight is obviously the most straightforward, but the difficulty of IF puzzles is not really amenable to straightforward ranking.

Piracy 2.0, by Sean Huxter

Point one: this game is, in some ways, unrepentantly old-school cruel. There is a lot of death. Some of it is easily avoided with UNDO; some of it requires a restore. There are rooms that you can't linger in or you'll die from cold or radiation; pirates jump out and shoot at you; there are lots of timed effects that will end in disaster if you time them wrong.

On the other hand, not all of this is as serious as it looks; I never died from cold or pirate-shootings, radiation sickness cures itself if you just get out of the radiation, and most of the puzzles are quite straightforward once you get the basic idea. You can put yourself in plenty of irreversible situations that require you to restore. But most things you try will work, after a fashion. Many games which require you to get a bunch of factors to coincide are quite resistant to solution; you have to get almost everything right to win. Piracy 2.0 lets you win quite easily, in a quite wide variety of ways, but there's quite a lot of range in between the optimal solution and a minimal winning one. One of the things I'm really noticing, in doing this, is the distinction between games where you're told what to do and games where you work out what to do; it's a paradox that's similar to ones encountered in roleplaying, where the GM wants the players to take a particular course but also wants them to do so on their own initiative. "Here's your next objective! Do it this way!" stops the player floundering, but disengages them; and this, this here, is a really good way to avoid that. More, please.

Expectations have a lot to do with the experience. Because Piracy has the texture of a tough-puzzle old-school game that kills you at the slightest provocation and requires a Varicella-like orchestration of events to win, so it's quite refreshing when your first serious, planned attempt succeeds.

It's not perfectly flexible, by any means. In one playthrough I escaped in the bridge and recorded the log onto the white datacube, but forgot to remove it from the slot in the bridge console; you'd have thought that that would turn up pretty quickly in an investigation, but it only counts if it's in your inventory, apparently. The puzzles are kind of undermined in places by a requirement for very specific parsing.

Violet, Jeremy Freese
Mechanically, these are solid, conventional puzzles, although they're worked into the game's themes in an unusually smooth fashion. Everything the protagonist has to do is related to their own personal failings, and it's all stuff that would be trivial if not for those failings; making object-manipulation express psychology is an old IF standard, but rarely employed quite so much. The soup-can pettiness that so often sabotages games gets parlayed into characterisation: yes, it's stupid, but I have to do it. The player's bizarre experiments and desire to poke at every object in the room become the protagonist's desperation and procrastination. The repeated destruction of Violet's gifts is... not exactly subtle, true, but games about how much the protagonist loves his girlfriend don't generally delve meaningfully into the destructive potential lurking under even the most loving relationships. And here it's being done through a puzzle.

That said, Violet's puzzles are not particularly fun to solve in of themselves; they're fun insofar as they accomplish characterisation. The ways in which you are thwarted are as fun as the ways in which you succeed.

My personal preference tends to be for puzzles that produce distinctive gameplay; things like Savoir Faire where your default way of approaching a puzzle interestingly different from the standard IF approach, the player is able to get an intuitive feeling for this, and that feeling contributes to the game's literary elements. Gun Mute accomplishes the first two parts of this better than any other game this year, I think, although all the nominees are honestly pretty good; Violet blows the field away on the third point. I'm kind of inclined to go for Gun Mute, on the basis that the third point strays off into Writing territory.

My vote: Gun Mute

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Best NPCs

This is not always a very convincing field, because one strong NPC is no small accomplishment, and a whole cast of them is positively herculean. There are usually one or two games nominated by merit of a) containing an NPC and b) not being awful.

April in Paris, Jim Aikin
I was not much impressed by April in Paris during the comp; every aspect of the game was competent, but no more than that. Replaying, I feel that this may have been generous. Oh, the supporting cast are neither worse nor better than my recollection - all cookie-cutter stuff, certainly (disdainful French waiter, thick-necked Middle American, wise old gent). While we get a little detail or backstory on some of them, none of it really feels like development, in the same way that Tom Clancy can tell you any number of details about a character's life without ever making them feel any deeper.

But the most important characterisation aspect is the question of what's going on with April and the protagonist. Is her breathless waifery a front, meaning that the PC is a clueless mark? Is she intended as an actual waif and the PC as a creepy, desperate older man? (Seriously, who under the age of forty wears Hawaiian shirts?) Is this intended as a genuinely sweet girl-boy story? None of this is really made clear - in the same way that it's never made quite clear whether the cheesy prose ("Ah, April in Paris! The first day of your dream vacation has arrived") is meant to be a satire on the protagonist. A better game could have developed this confusion into actual narrative tension - who's getting used here? if she's lying, how much? is there somehow genuine romance going on despite this?

Honestly, I was pretty convinced that she had to be a scammer; how else to account for lines like this?

"You must lead such an interesting life," she says. "I hope you'll tell me all about a whole bunch of stuff later."
But there is never anything to really back this up - the game closes on a note of insipid niceness, strongly suggesting that April is intended to actually be someone who would deliver a line like that straight, or that this is just a consequence of trying to make her seem interested in a fundamentally uninteresting PC.

Honestly, I'm reading a lot into not very much here. April herself is strangely incidental to the game. For most of it she sits there inertly while the PC runs around solving puzzles to serve her needs. She occasionally points out the next puzzle before lapsing into unresponsiveness.

April is very good-looking, but a little unkempt, and her face has a haunted look.
'Very good-looking' is, given her narrative role, no description at all. We have a reasonable physical idea of the other characters, even if those ideas are instantly recognisable Types; April seems to be the start of the sketch of a Waif, but it's - intentionally? - left unfinished. What's going on here? There's this persistent meme that attractive women are mostly attractive because of the absence of distinguishing features - is this what's intended? Are we just meant to project our individual ideas of an attractive woman onto April? Or is this just not very good writing?

The characterisation is further confused by the needs of the puzzle-structure: April is reluctant to tell her sad tale on a public street, but is perfectly amenable to doing so five feet away in an open-air cafe. Is she meant to be scamming the player, or is this just a broad hint at the next game objective? From the ending I have to assume the latter; that is, April was intended as even duller than she actually is.

The secondary NPCs, while all unexceptional renderings of Stock Types, at least fulfil their cliched roles; even if you discount the fruitless confusion over whether she's scamming you or not, April just isn't convincing as a Quest Object Girlfriend.

Everybody Dies, Jim Munroe
A little tricky to judge, because all the PCs are also at some point NPCs. The underutilisation of the many-heads gimmick means that we don't really learn very much about them when they're NPCs, however, so I'm going to concentrate on the game's actual NPCs. In effect, this means Patrick and Tim (though there is also Old Guy With Coupon, I suppose.)

Patrick is a racist psycho and the primary antagonist. As such, he's not very complicated, but his intense, vicious nastiness is a fairly rare thing in IF. Generally, you don't encounter seriously unpleasant characters in IF unless they're rendered safer by comedy or melodrama. But his unpleasantness renders him opaque; he's the least comprehensible, the most two-dimensional of the significant characters.

Tim, on the other hand, is a small-time coward of a racist:

"OK, Ranni, let's see what you got hiding... yeah, the neighbourhood, the neighbourhood's really changed," Tim laments, opening Ranni's locker.
A well-observed moment of soft co-option. Not quite explicit enough that you could object without seeming obnoxious; explicit enough to make his feelings on the matter quite clear, and for your silence to be taken as support. More than enough to transform him from irritating git to loathsome creep. (Lisa, who is well-meaning but seventeen, doesn't spot it; Ranni does.) And when he discovers the pot: The grin on his face is positively wolfish. Tim is a nasty little person under the inept jovial veneer.

Snack Time!, Hardy the Bulldog and Renee Choba
Only one NPC, so see below.
Violet, Jeremy Freese
To be honest, Violet might have enough weight to win this on her own (see below). The game has the advantage of a couple more NPCs, however: the PC's ex-girlfriend, antagonist and all-round slutty bitch Julia, and her current flirt-object Historic Pfister.

As with Violet herself, they are both kept tidily out of the player's range of interaction. You overhear fragments of their dialogue, and Julia interferes with a puzzle or two. This is a mixed blessing; they can't be bulked out by interaction, but this means that there's nothing particularly broken or awkward about them.

Julia is an effective antagonist. As I previously mentioned, she generates a very powerful sense of frustration in both the protagonist and the narrator, contributing significantly to PC-player identification. An antagonist who merely presents a problem is not nearly as hateworthy as one who actively works to frustrate the player's aims. As far as characterisation goes, Julia is very clearly a Type, but not a reductionist portrayal thereof:

"It's not so much that I'm double jointed as just very determined."
It's the phrasing that does it. Were this "I can put my legs behind my head!", it'd suggest Generic Bimbo; instead, there's just enough similarity to Violet that you can see why the protagonist was interested in her, and why she grates on Violet so very much.

Oh, and NPCs in this game have histories. Entertaining, illuminating histories.

Gun Mute, C. E. J. Pacian
Gun Mute has a lot of NPCs, particularly for such a short, linear game. They all have very big - dare I say over-the-top? - characterisation. They're memorable. They're not particularly deep, but the surface stuff is pretty cool.

The protagonist can't talk, so interaction with the NPCs is relatively restricted. Mostly, they're trying to shoot you, and you're trying to shoot them, although you can give them non-verbal cues. You can't exactly delve deep into their inner lives, but - well, Gun Mute relies heavily on not spelling everything out, vaguely implying a lot of backstory and setting. It's an approach that I'm generally fond of, and it feels particularly appropriate for a Western-styled hero. And many of the characters hook into that; okay, Vicious Sue and Claw-Hand Whoever are clearly just Setting-Appropriate Mooks, and the brain-in-a-vat woman and the cyborg preacher are pretty much one-gag wonders, but otherwise, y'know, you feel that there's stuff going on with these characters other than what's shown, which is a Good Sign. And then there's the gloriously named Rowdy Juanita:

Originally intended as a utilitarian synthetic wife for lonely wasteland farmers, Juanita is half farm machine, half sexbot. Her figure has curvy, art deco proportions, while her four hydraulic arms can plough a whole field in minutes.
It plays heavily on the assumption that if you're playing IF then you're intimately familiar with the conventions of a boss fight, and uses that as a characterisation tool. Not that this is a particularly novel technique outside of IF, but it's surprising how well it translates to a text medium.

High literature it is not. The characters are comic book over-the-top (and the comic book in question is 2000AD, which earns bonus points as far as I'm concerned). I didn't remember their names, but I damn well remembered the gatling-gun girl and the toxic frog mutant and the cheery android bartender and the girl-drag undertaker. The standout characters aren't quite the ones you'd want, though; the love interest and the main villain feel relatively second-tier. Adequate, but that's about it. The effect is rather like a movie with an excellent supporting cast, but Best NPCs is a supporting-cast kind of award.

Conclusion: It's kind of down to Violet or Gun Mute, I think. Gun Mute has a bigger field, while Violet's characters are deeper; I think what seals it is that Elias and Clayton, who should really be the biggest NPCs in the game, just aren't all that great.

My vote: Violet

Top | Game | Writing | Story | Setting | Puzzles | NPCs | Individual Puzzle | Individual NPC | Individual PC | Use of Medium | My Votes

Best Individual Puzzle

To me, this looks like a pretty weak field. Several of them are just the longest puzzle in a game that got nominated for Best Puzzles, without being particularly superior to its fellows in any other respect; others are fun ideas but quite frustrating in practise.

Putting the vampire together, Afflicted, Doug Egan
This is a puzzle that's so oddly motivated that it has to be mind-control. Which is sort of vaguely hinted at. But still, you're only collecting body parts because it's The IF Thing To Do. And why is she so thoroughly chopped up, but not decapitated? Isn't that the first thing you do to vampires, after the stake? And why doesn't the other vampire do more to stop me?

The puzzle would be more compelling if Sofia was a bit more deeply written - she's depicted as having shaky language skills to cover up the shallow implementation, but she's still heavily repetitive. It'd also have been nice if the limbs had been a bit more scattered, and if the corpse's behaviour had been modified by which parts in particular had been recovered - I can see a nice potential for trying to communicate with one hand, or a foot. Dumping everything into the coffin at once produced a vast pile of ugly, repetitive output.

As with the rest of the game, it's satisfyingly grotesque, and provides a fairly decent reason why you should run around the map collecting a bunch of hidden objects.

The handling is fairly awkward in places. WEAR TOURNIQUET is a bit of a clumsy way to put it, for instance, but I suppose clumsiness is justified given the severed hand and everything. Putting things into the coffin rather than attaching them to the correct place seems kind of odd. Ultimately, this feels like a puzzle with a great of potential that needs a lot more implementation to be satisfying.

Calling for help, Escapade!, Juhana Leinonen
Honestly, I don't think this is all that good. The gist is that you construct a searchlight out of a container, some tinfoil and a lightbulb, then turn it into a superhero-signal by cutting out a silhouette from a photo of the relevant superhero and putting it over the light. I'm never very happy about puzzles that require complicated combinations of objects; they don't work too well unless they're so heavily clued as to be pointless. I suppose that my experience of it was marred by walkthrough use, and I can see how it might have been a nice moment for people who didn't... but then everything was marred by SHINE SEARCHLIGHT OUT OF WINDOW not working because I needed to SHINE SEARCHLIGHT OUT WINDOW. Eurgh.

The gallows, Gun Mute, by C. E. J. Pacian
As the Final Boss Battle of the game, the gallows is also its trickiest puzzle; timing is more critical here, and the correct sequence of actions less obvious, than other parts of the game. Most players will use UNDO a fair few times. Otherwise, I don't really think it's a standout puzzle. Part of this is that the Generic Love Interest you're meant to be saving, and the Endboss Villain you're up against, are two of the weakest characters in the game; for an emotional climax scene, this is a problem, and this bleeds over into how the puzzle feels.

The puzzle relies heavily on genre convention in establishing the player's expectations of interaction. Of course you should be able to shoot through ropes and trip levers with a gunshot; we've seen it on TV. This is a solid thing about Gun Mute's puzzles generally; you don't feel as if you're fighting the system or having to do things in an illogical way because that was the author's Vision.

Disconnecting the Internet / getting rid of the key, Violet, Jeremy Freese
Disclaimer: I pointed out that one of these nominees was a subset of the other, which led to them getting combined.
The Internet-disconnection puzzle is the game's longest, which is probably why it got nominated; it's not inherently more interesting or clever than the rest of the puzzles in the game, I think, but it has more steps and thus frustrates you for longer. Of course, its very length makes it the pinnacle of the PC's troubles: watching the PC reverse all those steps just to sabotage themself is particularly heartbreaking.

The puzzles in Violet are strong not so much out of design elegance or high concept, but because a great many logical ways of approaching the problem are anticipated and cruelly, amusingly denied, usually in ways that serve other purposes of the story. It is deeply satisfying for a player to be rewarded for inventiveness, and deeply frustrating to have that inventiveness go unacknowledged.

Julia sliding the key back under the door was probably my favourite moment of the comp. Beautifully timed, infinitely frustrating, a neat little encapsulation of her aims.

Conclusion: Difficult, this one. The standout puzzles are dodgy and the nondodgy puzzles don't stand out. I suppose... of the solidly-implemented puzzles, the internet/key puzzle has more fun moments than the gallows. Admittedly, the gallows is disadvantaged by being the Endboss and needing to be extra-awesome, but... yeah, I'm not going to feel good about this decision whatever I pick.

My vote: Internet / key, Violet

Top | Game | Writing | Story | Setting | Puzzles | NPCs | Individual Puzzle | Individual NPC | Individual PC | Use of Medium | My Votes

Best Individual NPC

This one you'd expect to be a lock for Violet. It has the advantage of having won the comp (which means that a great many people will have played it), and winning primarily on the strength of its narrator NPC. Further, the difficulties associated with major NPCs in IF mean that a lot of games dispense with them, so the competition is generally thin.

H.R. in Escapade!, Juhana Leinonen
H.R. is... semi-talkative. You ask him about things and he wisecracks, and he occasionally comments briefly on things you do, but you never really have a conversation. He's a justification for getting inventory items: you give him an object, he gives you an object from his Mystery Sack, without any particular logic. As with the rest of the game, there isn't really any in-world justification for H.R.'s existence; he's there because you need some way of getting objects, and by authorial fiat. Escapade's gimmick has lots of little bubbles of logic that are quite independent of each other (although things can get passed back and forth between them), and H.R. is his own bubble: he assumes a knowing tone about some things, but it's more a reflection of snarkiness than any deep grasp of how the game-world works.

I confess that I started thinking of him as the evolved-for-land version of the Evil Fish. And... even though he threatens to spit acid on your face and watch it dissolve, he still feels kind of like a Disney character.

Solemn Gertrude, Gun Mute, C. E. J. Pacian
Gertrude is a lesbian undertaker in drag who doesn't talk much. Hers is one of the few scenes in which you're not being shot at; you walk into her store, and she measures you for a coffin. Gertrude forms an approximate reflection of Mute: communication problems, partner in danger, queer-goth-Western look.

There follows (optionally) an oddly effective non-conversation; Mute can't talk at all, and Gertrude is terminally shy. So the interaction consists of waiting, and waiting, and waiting some more until she summons up the courage to ask a question. Then you nod. This is about the extent of your interaction with Gertrude. The moment is all about the timing; it works because the awkward pauses are just long enough.

Your Pet, Snack Time!, Hardy the Bulldog and Renee Choba
The main gag of Snack Time is that the dog thinks that the human is the pet. This is an okay one-off gag, but can't really carry an entire game, or even a single NPC. Your Pet is a standard-issue apartment troglodyte: he lives in a generic apartment, loves his dog, sometimes falls asleep in front of the TV and is habitually dim enough to be easily manipulated. Since he's only seen through Hardy's very simple worldview, he otherwise goes uncharacterised; so I'm a little confused about this nomination, to be honest. Perhaps this is a game that makes a lot more sense if you're a dog-lover and willing to project yourself onto the NPC; but for me, enh.

Violet, Jeremy Freese
The core purpose of this game is to portray Violet. She is distinctive and immediately likeable: quirky, sympathetic, tough, cute. She represents a particularly canny and powerful use of the absent-NPC technique; the world gets filtered through her eyes, and she gets filtered through the protagonist's.

She is written very strongly. She develops somewhat over the course of the game, with the initial bubbly/tough/sympathetic tone gaining a fair degree of subtlety.

Problems? A minority of reviewers mentioned that they found the level of influence Violet had over the protagonist to be kind of creepy. I didn't really get this until the game's conclusion, but... yes, at that point. Regardless of how quirkily cute you are, spying on your SO is creepy, and tricking your SO into thinking that you've left them, as a joke, is manipulative and cruel. Particularly when your SO is as obviously vulnerable as Violet's. All this would be okay - would, in fact, add another dimension to the character - if it felt intentional, but to me it felt like a mishandling, the unforseen consequence of a plot twist.

Secondly, there might be some purists who feel uncomfortable awarding Best NPC to an absent character; more significantly to my mind, Violet doesn't really have internal states. You're not actually interacting with her so much as doing stuff while she comments. Certainly, Freese hasn't overcome the vast problems associated with NPC coding so much as elegantly dodged them; but that does not, to my mind, count as a disqualification.

Lastly, for a bunch of people she was Just Too Much. I, uh, not much to argue with there, I guess. I suspect that much of Violet's appeal has to do with being a Geek's Idealised Girlfriend, and if that doesn't cover you then I could see how it might get a just a tiny bit annoying to have her breathing down your neck for the entire game.

Conclusion: yeah, not a strong field, and Violet would be a strong contender even if it wasn't. As it is... well, I like Gertrude, but there really isn't any contest.

My vote: Violet, ditto

Top | Game | Writing | Story | Setting | Puzzles | NPCs | Individual Puzzle | Individual NPC | Individual PC | Use of Medium | My Votes

Best Individual PC

Again, I usually feel as if the field is somewhat thin here. Most people are a lot more comfortable with the faceless PC than I am - several people I know of loathe strongly-defined PCs, so it's not just a matter of authorial laziness. IF is just a lot more suitable for low-definition protagonists than other media.

Graham, Everybody Dies, Jim Munroe
This was what sold me on Graham:
I finish my smoke and flick the butt over the edge. I imagine it hitting the river below with a gnarly pssssshhhht.
Immature-rebel characters and cynical slackers are ten a penny, and easy to point and laugh at. The way Graham's written beautifully illustrates how his greasy metalhead idiom, mockable though it is, genuinely enriches his life. Graham's inner monologue makes for decidedly more fun reading than Ranni's or Lisa's, even though he's much more unpleasant. As Stephen Bond put it, he's a shithead with dignity.

Ranni and Lisa seem more or less resigned to the fact that, as teenagers in nowheresville, their lives are mostly going to consist of tedium and dealing with idiots, and that the payoff for this is distant and vague. Ranni wants a car, Lisa went to leadership camp; we don't really see what they want to do with these. Graham, on the other hand, isn't happy to settle for indefinite tedium; he'd like to be a person now, and even if he's mostly gleaned that person from Kerrang!, he's not doing a bad job of it. It's made fairly clear that he doesn't have much in the way of prospects without reducing him to Dismissable Loser status. And while he's a jerk, he's not really a nasty jerk; he's fundamentally amiable, nods at strangers, chats to his mother about things he thinks are awesome. There's a fairly strong suggestion that he's pretty lonely - the uncomfortable loneliness of adolescence is a major theme of the piece, which goes some way to explaining how terse and non-chatty the protagonists are to each other.

Another thing about Graham - Ranni and Lisa both get a turn to drive, as it were, but Graham doesn't get a turn to do stuff while Ranni and Lisa are in his head; essentially, he fades off into NPC status. Probably it would have been problematic to find ways to justify Graham walking around industriously accomplishing goals for the good of all; his major action as a PC is undertaken solely to avoid more onerous work.

Mute Lawton, Gun Mute, C. E. J. Pacian
One of the important ways that IF is different from prose literature: it's generally a much more visual medium. The reason for this - the player needs the world to be physically defined, sight is how we're used to doing this - also picks out the usual exception: the protagonist. PCs, even very distinctive PCs, are (if anything) less likely to have defined physical characteristics than their prose equivalents.

Gun Mute owes a lot to arcade FPS games, which you'd think would exacerbate the trend - but it also has a very strong affinity to the graphic novel. Which means a very distinctive look for the hero. In this case, gay cowboy cheesecake.

A devilishly handsome cowboy with windswept black hair and roguish stubble. Lean and tall, your tanned body is taut with cool, calculated strength.
You're topless and barefoot, wearing nothing but a pair of dust-caked black jeans and your holster.
Really quite good gay cowboy cheesecake, at that. Mute is, however, not really camp - particularly when compared to some of the rootin' tootin' bad guys he has to deal with. The extreme linearity of the plot gives him a single-minded, dead-serious purposefulness that would be almost impossible to render in a standard IF game; this is of course perfect for a Mythic Western. It's what happens when Clint or Ogami Itto decide that Someone's Gotta Die.

In the standard samurai/western setup, the hero's taciturn nature is a Statement: he is dismissive of human connection, emotion, neediness. Mute, on the other hand, is taciturn by no choice of his own, which renders him rather more sympathetic. Other characters express fondness for Mute, and it doesn't seem bizarre. (Gratitude, hero-worship, grudging respect, agape - these are legitimate responses to a Clint cowboy, but fondness? Right out.) It's really quite a clever way to get the stylistic effect, make the hero sympathetic and avoid a proper conversation system.

I mean, barefoot? Way to telegraph vulnerable. Nonetheless. Worked for me.

David, Nightfall, Eric Eve
David's character arc resembles a familiar Hollywood one. Middle-aged guy lives joyless existence; something involving a cute girl makes him transform his life in wild, crazy, dangerous ways, but when he inevitably gets too close to the precipice he realises that he has Gone Too Far and backs down. Cut. What Our Hero does afterwards - whether he works out a compromise, returns back to his old soul-destroying life, or cycles towards self-destruction - is apparently Not Interesting.

The usual thread of the plot outlined above, however, is that Mid-Life Crisis Hero is emotionally transformed by the crisis. Joy, pain, life's rich tapestry. David doesn't, as far as can be discerned, do this; he is still emotionally shuttered, nostalgic for what might have been, quietly fearful. Now this is probably a more honest approach than the standard Hollywood arc, on the whole - outside the movies there is no particular guarantee that Adventure is going to turn you into a New Man. But the Hollywood Version is useful for a reason: stories and characters work better with strong emotional arcs. It's easy to feel sorry for David; it's not so easy to like him, or have fun with him. The story is primarily about Emma's tragedy; he is not Prince Hamlet, nor was meant to be.

David is twenty-eight years old, which seems a little premature for a mid-life crisis; but that's certainly what it feels like. His selection of songs for >SING make him seem positively crusty: Jerusalem, Rule Britannia, Daisy, Daisy... Lily the Pink? Wikipedia informs me that it was British Christmas Number One for 1968. So, David is old-fashioned and patriotic in a quiet, stuffy-nostalgia kind of way. With things like the following, it's the style of the sentiment rather than the content that matters:

You hesitate; throwing things at CCTV cameras is the kind of loutish behaviour you've always disapproved of.
It's plausible that the reason David seems so impassive much of the time is because the game's aiming at player-PC identification - David's emotional arc is kept largely obscure so that it can be filled in by the reactions of the audience. I'm pretty sceptical about the effectiveness of this approach as applied to IF, myself.

Hardy the Bulldog, Snack Time!, Hardy the Bulldog and Renee Choba

Hardy is a big dumb sweet pooch. His appeal, then, is largely going to be reliant upon whether you are a Dog Person. My basic attitude to bulldogs is to feel slightly ashamed about the process that turned them into deformed, dopey, slobbering freaks, so I am not predisposed to find Hardy adorable.

The other thing is that this is very well-trod territory. Lost Pig did a sweet, dumb PC with a very simple understanding of the world; Child's Play did a PC with limited understanding who manipulates unwitting adults; A Day for Soft Food did a pet who manipulates its owner for food. None of these bare facts would be a problem if Hardy was written in a standout way, but... not really.

Conclusion: It's really a choice between Mute and Graham. And Graham has, well, an inner life.

My vote: Graham, Everybody Dies

Top | Game | Writing | Story | Setting | Puzzles | NPCs | Individual Puzzle | Individual NPC | Individual PC | Use of Medium | My Votes

Best Use of Medium

When discussions come up about restructuring the Awards, they inevitably start with this chimaera. It was originally intended to reward diligent and thorough work on parser responses, deep implementation and general polish. Usually, though, it's given for unprecedented approaches and avant-garde experiments. It's the community's way of showing that they respect and encourage innovation, even when it results in deeply flawed games - as witness 2007, when one of the most robustly implemented IF games ever lost to a game with a level of implementation barely above that of a SpeedIF. This isn't to say that the original sense counts for nothing, but they seem to have only won in the past when they also included modest experimental aspects. Personally, I tend to apply the avant-garde principle, but I kind of wish that I didn't have to choose.

Afflicted, Doug Egan
Hm. I'm not entirely sure how this is Use of Medium. It has a couple of nice touches of design - cataloguing health-code violations and collecting body parts - but both of them seem like good solid justifications for normal IF behaviour rather than striking new techniques. And, for the Original Sense, it isn't really what I'd call robustly implemented. It has a bunch of endings, but this is not exactly a shocking concept. So I guess that this has been nominated for something like... Best Unrealised Potential? Which is certainly one of the ways that Medium has been used in the past, although I'd rather not complicate an already complicated award.

Everybody Dies, Jim Munroe
Out of the comp games, this is the one that has garnered the most Indie Game Cred, and if that's going to cash out anywhere it's likely to be in Use of Medium.

There are two aspects to this game that are unusual and interesting. The one that's received the most attention is the use of illustrations. There's also the particular way it employs multiple protagonists. First, the illustrations. These are of pretty strong theoretical interest. The key aspect here is that there are sequences which are entirely told through images; these sequences are non-interactive cutscenes and thus not of very much gameplay interest, but they're highly effective as a storytelling device.

The art has precisely the style you'd expect to see in serious alternative comics about the suburban-malaise woes of aimless, unexceptional young North Americans. Even if it accomplished nothing further, this does a ton of heavy lifting work in establishing tone, and does so in a way that fits beautifully in with Munroe's own style. More importantly, some rather difficult transitions are accomplished with no text at all; it's a powerful argument for how IF can employ graphics in ways more significant than auxiliary illustration.

There are three protagonists in the game. Early on, all of them die; for no very clear reason their spirits get entangled and they start inhabiting each others' bodies, simultaeneously, in the recent past. The hook is that if you're controlling one character, you still have access to the knowledge and skills of the other two - if they cooperate. It's a nice little gimmick that lends stylistic coherence to the game's few puzzles, but it's not really all that novel and exciting; and the game is too short for the approach to have much scope. Medium-wise, this feels like a lost opportunity.

Original Sense - well, it's somewhat robust, particularly given that in the three-headed section you can get any player to examine anything, and that there are three different narrative voices in first person to deal with. Even so, a lot of scenery's unimplemented, stuff like that. There's clearly been a ton of work done on it, but...

Gun Mute, C. E. J. Pacian
Importing a different type of videogame successfully into an IF format is fairly ambitious - not a new idea, but not always successfully managed - making an IF game about combat that is fun, intuitive and engaging is no small feat. This is a game that's going to serve as counterexample to a lot of standard wisdoms about What Constitutes Good IF Structure; it's a successful experiment, but I don't know that it's an experiment that points anywhere. It makes for a good conversation about how IF should approach genre. It is the near-unthinkable: a successful combat IF. It has an effective gimmick (or 'cop-out', if you prefer) to allow a lot of rich NPCs without requiring a massive amount of conversation to be implemented; despite this, it achieves some human moments.

The Moon Watch, Paolo Maroncelli and Alessandro Peretti
Wow. I'm pleasantly surprised that this got nominated. As Emily Short regularly points out, non-anglophone IF has a much stronger emphasis on integrating graphics and media into games. (Part of this could be due to considerably smaller communities; perhaps there's a stronger need to make things with broader appeal.)

The Moon Watch uses sound and graphics extensively. It has effective and appropriate 'alone on a space-station' background music. More notably, the frame for the story text is the room you're occupying. The room's somewhat distorted to make this work. The far wall is much too big, and depending on your window size and ratio the walls and floor may look rather stretched. The size at which it looks prettiest really doesn't leave all that much room for text, particularly when examining some objects brings up images in the central window. But it's a highly effective scene-setting technique even when distorted, and one I'd like to see more of. It also makes it far less necessary to type L every now and then to remind yourself of everything in the room. (You still have to pay attention the first time, so that you know what to call the things - that thing that you assume is an airlock is in fact just a blast door; that pedestal is actually a column.)

The image changes according to certain player interactions - opening the airlock, wearing your spacesuit. Rhetorically, the layout places the Ominous Pedestal with the Big Red Button unavoidably in the middle of things.

On the Original Meaning front: though not what I'd call really immaculatey implemented - there is a conversation scene that is really quite fiddly to negotiate, and a lot of synonym trouble - this game deserves a mention for its fine, fine use of default parser response humour. It's a Soviet-incompetence comedy. Thus >Z results in Time passes and the end of capitalism is near, while reference to unrecognised objects produces You can't see any such thing, or it's not really important to achieve true socialism. This warms the cockles of my grouchy pinko heart.

Violet, Jeremy Freese
Not an obvious candidate on the avant-garde count; oh, sure, highly effective use of the personified parser, but while this is a canny bit of design, and likely to become the archetypical personified-parser game, it's hardly a bold new approach. HETERONORMATIVITY OFF is cute, but of fairly minor importance to the game. So I think it's safe to assume that Violet was nominated for the Original Sense.

From which perspective, it's a very, very solid piece of work. Bonus points for difficulty, since when the parser's a character then any default response is going to be ugly. One of the nicest aspects of the narration premise is how effectively parser responses are used as pointers or anti-pointers, and serve characterisation and backstory, and do so constantly.

Conclusion: What I'm really deciding on here is whether I vote on grounds of Original Meaning or not. If so, Violet hands down; if not, I'd probably go with Everybody Dies. Urgh. Difficult. I suppose I'll go with the more common use.

My vote: Everybody Dies

Top | Game | Writing | Story | Setting | Puzzles | NPCs | Individual Puzzle | Individual NPC | Individual PC | Use of Medium | My Votes

The main beneficiary of this process, I think, was Violet; two or three categories in which I'd been favouring another game started looking a lot better for Violet after replaying and comparing. My opinion of Piracy 2.0 went up quite a bit as a result of this, also. Everybody Dies, which has relatively low replay value, was probably the worst served.
CategoryMy voteResult
GameViolet--
WritingViolet--
StoryEverybody Dies--
SettingGun Mute--
PuzzlesGun Mute--
NPCsViolet--
Ind. PuzzleInternet/key, Violet--
Ind. NPCViolet, Violet--
Ind. PCGraham, Everybody Dies--
Use of MediumEverybody Dies--

* Although if the President were the hardass cop's boyfriend, that I would be in favour of. (back)