IFComp 2017: 10pm by “litrouke”

The Twenty-third Annual Interactive Fiction Competition is on, and anyone can play, participate, and judge. There are nearly 80 games this year, and there is no way I’m getting through all of them, but I’ll do my best. This is the first game according to my randomized ballot.

Blurb: 10pm, and dinner is still sitting in the oven.
The TV is droning. The front door is closed.
You look at the clock.
You look at the door.
You wait.

Content warning: Profanity, allusions to sex and violence, unhealthy parenting.
Estimated playtime: half an hour
Format: Web (Twine 1.4.2)

Well, I played through twice, to see what different kind of endings come out. The structure and interface of the game reflects the protagonist’s atypical state: you’re a boy who doesn’t speak, and all of your interactions through the game are by selecting the broad meaning of your hand signs. You’re living with a man (probably your father?) who doesn’t use apostrophes, and things are kind of stressful but depending on the choices during the game they might by either getting by or really fraught. On my first playthrough things were pretty good, and even on the second playthrough the basic premise that these people like and care about each other came through. It’s more or less a vignette, and to some extent you can decide for yourself what the shades of meaning within specific signs you choose to use are.

Apropos of the sign system, one thing which disappointed me is that there seemed to be a more or less ignored complexity in the system: I’d often get two or three signs in different colors to form a sentence with color constraints out of, and the design of the interface suggested that a mix-and-match wold work, but the response suggested that in almost all cases only the first sign determined how what I said was interpreted, and in that case just having one big block to drag and drop seems like it would make a lot more sense and not pretend to a complexit where there wasn’t one.

All in all, though, from a narrative standpoint it basically works and doesn’t outstay its welcome. At times it seems a mite sentimental (on some narrative paths) but never tips over the edge. The narrative leaves a lot of the premise beyond the basic history a bit nebulous: what Ty does, how they live on days other than this one, and what happened to make Bird so troubled. But this is largely a broadstroke work, and curious as I am about the backstory, I get why it’s not really immediately germane to the work and would most likely dilute its emotional force.

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About Jake
I'm a mathematics professor at the University of Louisville, and a geek.

One Response to IFComp 2017: 10pm by “litrouke”

  1. Jack Welch says:

    I agree about the apparent inability to mix up icons from different sets. You can drag icons from different sets to the appropriately colored spaces, but you get the response corresponding to just one of them. Perhaps a more complicated interface was scrapped because of development time and IFcomp deadlines. The interface works very well as is, but if a post-comp version were produced my wish list would be: mix and match icons, ability to “undo” by dragging an icon out of the speech bubble, and tying the color coding to grammatical function of the words (e.g., all verbs = blue).

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