
“Last Resort” Design
December 26, 2006Posted a very long (and very spoilery) post to rec.games.int-fiction on some flaws in the puzzle design of Jim Aikin’s “Last Resort.”

Posted a very long (and very spoilery) post to rec.games.int-fiction on some flaws in the puzzle design of Jim Aikin’s “Last Resort.”

The Ebb and Flow of the Tide is another entry in what now turns out to be a series of fantasy adaptations by Peter Nepstad. Like Journey of the King, Tide is based on a story by Lord Dunsany, which means that it relies on rich, lyrical, intentionally archaic language.
I found Tide considerably more accessible, though: there are no long cut scenes or overwhelming passages of conversation, just a strange, dreamy environment which one must explore to make progress. It can take a little while to find the right trigger to move events onward, but there aren’t any puzzles otherwise. (If you find yourself stuck, try all your senses on everything around.)

Recently I tried Peter Nepstad’s new game, Journey of the King, which was nearly entered in the IF Competition. Like a couple of other games that did get finished in time for the competition, it’s an IF version of a short static story, in this case by Lord Dunsany.
In general, I haven’t been completely convinced that these translations of static fiction are successful: there are a lot of design challenges involved in transferring what was a straight story into something interactive, and I’m not satisfied than anyone has solved them yet. Journey of the King does not, I think, transcend this set of problems either. In fact, it starts out with a very uninteractive sequence of conversation in which the player has to question a series of visitors and read a great deal of straight text.
I gather that there are some puzzles that arise after this initial phase of the story, but I found the first conversation dumps a bit hard to get through, so quit. It doesn’t entirely help that the conversation here is very flowery and abstract.
I may come back to this piece later; we’ll see.