Jim Aikin wrote a review of “Floatpoint” in the most recent SPAG, which was, I think it’s safe to say, deeply negative. As a rule I don’t answer negative reviews: it looks defensive and lame, and one should, y’know, take one’s medicine and shaddup. Besides, Jim is a guy with a well-known peppery disposition, given to lively rants; I don’t imagine this was meant personally, and don’t take it so.
However, in this particular case the review ignores or misconstrues a lot of the text presented in the game, so I’d like to clarify a couple of things. Jim did email me some time ago and ask me a few questions; at the time it seemed clear to me that he hadn’t seen all the relevant text yet — I had the impression that he hadn’t finished playing — so I wrote back that I wasn’t going to answer because it might spoil things, since I thought he hadn’t found all the backstory that mattered yet. That was the end of our conversation on the point; possibly he took it to mean that I didn’t actually have an answer.
I’d also like to say, before I get into this, that I do hugely appreciate reviews of my work; they give me cause for plenty of thought, and affect the design of things I do afterward. And I think SPAG specifics is a terrific institution, because it lets reviewers roll up their sleeves and get at the meat of a game. There’s a kind of pre-emptive bit in Jim’s review asking
Before we get to the bad news, we need to digress briefly to ask a thorny question: To what extent should works of interactive fiction be held to the same standard as other works of fiction? To put it another way, how much slack are we cutting ourselves here? Given that writing IF places somewhat different demands and constraints on the author than conventional fiction, and given also that the IF community is tiny and not well supplied with Stephen Kings or Arthur C. Clarkes, is it reasonable to expect that an IF author will meet readers’ expectations in the realm of conventional story values, or would that be asking too much?
While this is, er, a bit aggressively phrased, I’d say: of course not. I haven’t read any Stephen King or, indeed, much Arthur C. Clarke, so I can’t speak to their merits, I think IF should be held to high standards, and that the development of those standards is the ongoing work of artists and critics alike. I have some doubts as to whether what constitutes good writing on the page is quite the same as good interactive design, as I’ve written elsewhere; it’s a bit telling that in those cases where a popular mainstream author wrote or contributed to IF, the results were interactively flawed (Mindwheel, Amnesia) or required major overhaul by the assistant who was actually designing the code (Hitchhiker’s) or both (Bureaucracy). But none of that pertains to fundamentals of plausibility in a serious work: of course we should look for well-thought-out narrative.
There are a few points that I’m not going to address, because I mostly want to talk about the approach of the review and the particular misreadings it introduces: Jim also takes exception to my description style and my delineation of characters, and on those things I think there’s no real defense needed or possible. We differ fairly significantly in our aesthetic sensibilities on these things, just judging from his comments on my work and my feelings about his. This is fine.
What follows is utterly spoilery, and it pretty much assumes you’ve both played the game and read the review. (An egotistical assumption, but hey, it’s my blog.)
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