ParserComp: Terminator Chaser

ParserComp is a competition for parser-based IF games only, run by Carolyn VanEseltine and continuing through the 14th of March. It is designed to encourage this form of game, and also to provide detailed feedback: games are ranked on multiple categories, and judges must submit textual feedback along with their scores. More judges are welcome, so please check it out and share your own thoughts as well.

Below, some thoughts on Terminator Chaser (not to be confused with Terminator, also entered in this comp).


Terminator Chaser (Bruno Dias). This game takes place in a mining colony on Mercury, just before sunrise; and as daytime on Mercury is going to be long (several Earth months) and brutally hot, your job is to shut the colony down for the time being, and get out. It’s a neat inversion of the “get this abandoned base working again” trope, and as you work your way around the station you learn some additional backstory, about a long running labor dispute over how to run colonies like this, and whether the management is acting in good faith. The first few puzzles involve relatively straightforward exploring and pushing buttons on machines, and I trucked along happily for a while.

Then I ran into a rather fiddly puzzle and things became less fluid. The base has multiple garages with multiple airlocks, and in order to accomplish one of your main tasks, you’ll need to manipulate these using some verbs and objects that I hadn’t initially assumed would be useful. (Tip: remember that Inform has a PUSH [THING] DIRECTION command, even if you’ve hardly ever had occasion to use it in a game.) To complicate the problem, there were hints, but the hints were sort of written for someone who already knows what they’re trying to accomplish. Specifically (rot13‘d for spoilers):

Gurer vf n oebxra ebire naq n jbexvat ebire, naq V fgneg bhg xabjvat gung V arrq gb bcra hc gur oebxra ebire va beqre gb ercnve vg. V nyfb xabj V pna bayl bcra vg vs V pna or va gur oebxra ebire’f tnentr jvgu zl jbex fhvg bss (juvpu zrnaf cerffhevmvat gung nern). Gur uvagf qrfpevor ubj gb cerffhevmr gur tnentr jvgu gur jbexvat ebire svefg. Vg gheaf bhg va gur ybat eha gung V qb arrq gur ernpgbe bhg bs gur jbexvat ebire va beqre gb ercnve gur oebxra bar, naq fbzrbar jub nyernql xabjf nyy gung jbhyq cebonoyl fnir gvzr ol svefg cerffhevmvat gur jbexvat ebire’f tnentr, pnaavonyvmr gur arrqrq cnegf, gura cerffhevmr gur oebxra ebire’f tnentr naq chg gur cneg va. (Lbh pna bayl unir bar cerffhevmrq ng n gvzr.) Fvapr V qvqa’g xabj gung, gubhtu, V sbhaq gur uvagf snveyl zlfgrevbhf naq ohzoyrq nebhaq sbe dhvgr n juvyr.

So I found myself doing puzzle tasks more or less on faith that they would result in something I wanted, rather than having a clear goal and then trying to figure out how to accomplish that. Which is a bit non-ideal.

I wouldn’t have minded just a bit more information about the backstory, either. The social and political situation is vague enough that I wasn’t quite sure whether I wanted to just escape the station or do something more destructive before I left. Having multiple endings for the player to choose — and having those neatly integrated into the game’s mechanics — is swell, but this was a case where I genuinely wasn’t sure which I would prefer because there wasn’t enough context around the probable ramifications. Clearer stakes make for a better story.

Everything I’ve just described I think could be resolved with some changes to the hint content writing and some elements of the description text of the game itself; though I sympathize a bit with Sam Ashwell’s criticism that some parts of the puzzle solution get repetitive, I didn’t find that as severe an issue as just not quite being sure why I was going through some of these hoops.

Despite this griping, there’s a lot to like here. Implementation is pretty solid. The in-browser presentation is handsome and shows more effort than is typical for Parchment-run IF games; the science fiction elements feel fairly realistic, which is unusual for interactive fiction. (Though see also Stephen Granade’s Fragile Shells for another near future, hard-SF take on the escape game.)

6 thoughts on “ParserComp: Terminator Chaser

  1. Hey, thank you for the review.

    One question though: Did you note that you can THINK ABOUT various other things in the game besides the prompted vignettes? THINK ABOUT MERCURY, for example. I’ve been noticing post-release that the game may be misleading players into thinking only those prompts are valid things to think about, which is something to fix in the post-comp release.

    (As for the story being thin, this has to do with things that happened during the development cycle; I have an increasingly lengthy post mortem waiting until next week to be published)

  2. As for pushing [THING] around, I found the description to contain enough of a hint: “the best you could ever do with those things was drag them around awkwardly” made me come up with the idea of pushing without explicitly saying so, which I appreciated. And then PUSH [THING] responded with “Yes, but where?” which was enough of a prompt to start pushing it in directions.

  3. Pingback: Spring Thing 2015: Mere Anarchy (Bruno Dias) | Emily Short's Interactive Storytelling

  4. Pingback: Terminator (Matt Weiner) | Emily Short's Interactive Storytelling

  5. Pingback: Prospero (Bruno Dias); Writing with Raconteur | Emily Short's Interactive Storytelling

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s