I have to say I've enjoyed the game thus far, despite many negative
reviews, but I will say that the author should have waited. It's
jarring to get sucked into a world and then, in the home stretch, find
frequent signposts that the game is, just as advertised, very much
incomplete. The dream in the library is, in fact, missing a "thought"
and informs me that the relevant text has not been written, error
message-style, and I remember one case where an action provided
absolutely no text whatsoever. Before this point I felt very driven,
as though every corner of the island had a secret for me to uncover or
a puzzle to solve (ironically, I chose to play "story" mode as opposed
to "puzzle" mode), but now I feel like I've literally been left
hanging. It's finished enough to fool anyone until they get deep
enough: it feels less like a "sneak preview" and more like the author
got lazy and decided to quit, packaging what he had done of his opus
into something that looks like a finished game on first examination
and hoping nobody noticed it wasn't actually done yet.
I would gladly have waited another three months to see the finished
version instead of getting tantalized by a work-in-progress with an
unfinished ending. He could at least have had the decency to release
it in chapters or some such. I really shouldn't have played this demo
version...such a wonderful world; such a woeful lack of foresight.
It's a bit of Myst, Sliders and Doctor Who (or perhaps Kino's
Journey), wrapped up nicely enough that I can appreciate it regardless
of the preexisting works it cribs its concept from, but now that I've
been taunted, I'll always look back on this false start and think "was
it really necessary?"
"Sneak preview"...ha. I feel like I've had a stale congraturation
chucked at my face. Did he have to spoil such splendid illusions by
rushing a half-finished version without anything remotely resembling a
proper ending out the door? What did he hope to accomplish? Any sane
judge would have docked points on principle.
I like the game. Especially the first part where you learn about the
characters and who the protagonist is. But at some point in the
island, when I got stuck, I felt like I was wandering around with
nothing to do, or not sure what to do. The hints couldn't help me at a
certain point, and that's when I quit playing. I think I will play it
when the full version comes out and hopefully a walkthrough to go with
it!
Having been a beta-tester for this game, I can say that Aaron had a
organised a (so it seemed to me at the time) sufficiently long testing
period. And, you know? It turned out to be _far from_ sufficient. There
just wasn't enough time, and this only became apparent as the deadline
became ever closer.
How can that happen? Because none of us have any experience in the
creation of large-scale software projects.
So, why not just pull the game from the competition, instead of
releasing a sneak preview? Well, here's the problem: it is very hard to
get people to play your game if it has not been entered in a
competition. And I think this would _especially_ true for a longer game.
You almost have to release your game in a competition to make any impact
at all. (Such, at least, is the perception. Maybe it's wrong, but there
are some ground for thinking it.)
Faced with the decision of (a) releasing a sneak preview, (b) releasing
the game outside of a competition so very few people will play it, and
(c) waiting for another damn year until Spring Thing 2009--well, I'm not
saying that (a) is the best, because I don't know what would be best,
but I'm quite sure choosing (a) is not a sign of _arrogance_.
Regards,
Victor
I agree that arrogance is not the issue.
For what it's worth, I vote (c). You are not losing money by waiting;
you don't have a publisher breathing down your neck. The people who
will enjoy playing the game in 2009 are the same people, more or less,
who would enjoy playing the game in 2008. If you know the game needs
more beta-testing, then you do more beta-testing.
Or think about a *small* sneak preview. I'm going on Ryusui's
description here, because I haven't looked myself, but a sneak preview
shouldn't stop dead; it should stop with a cliffhanger, which is not
the same thing. And it *also* has to be fully beta-tested.
If that means trimming the preview game down to a small scene, that's
good; that means you can release it in October 2008 instead of Spring
2009. :)
--Z
--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
You don't become a tyranny by committing torture. If you plan for torture,
argue in favor of torture, set up legal justifications for torturing
someday, then the moral rot has *already* set in.
In the Spring Thing, you do! (See http://www.springthing.net/2008/rules.htm
: "Your intent to enter will not be complete until you have submitted
a non-refundable entry fee of $7 US to the prize pool. After your
initial email stating your intent to enter, wait for a reply from the
organizer, who will tell you where to send your entry fee. This fee
will not be refunded, even if you withdraw from the competition or are
disqualified.")
Admittedly, it's only $7...
I don't feel as strongly about it as you, I guess, and I don't know if
I really want to call myself "sane"... but yeah, I gave the game a 1
for this reason. I couldn't help but be reminded of some of Paul
O'Brian's rants over the years:
"But perhaps most heartbreakingly of all, it's so agonizing for a
player to go through a game that has lots of good pieces but is an
overall bad game, and bad not because its author can't write, not
because there's anything wrong with the concept or the programming or
anything, but just because it's NOT FINISHED." <http://
spot.colorado.edu/~obrian/99rev3.html#water>
Now, he's talking about lack of beta-testing, which is not a problem
with Blue Lacuna (AFAICT). But I think it still applies.
Also, we have a comp for games that aren't finished, for people who
want feedback on their games. It's called the IntroComp. The Spring
Thing isn't it.
One of Victor Gijsbers's arguments elsewhere in the thread is,
(reworded) "People don't play games outside of comps, so that wasn't a
good option." Fine. Except, what's going to happen when the real
finished version of Blue Lacuna is released? Are people going to play
that, even though it isn't in a comp? Are they going to be more or
less likely if they already played the beginning here? I guess the
theory is "more likely". Okay then, this is just a promo/teaser and
it doesn't matter how I rate it, since winning the Spring Thing is not
the point. So either way, seems like a 1 to me.
--
Daphne
Paul O'Brian's reviews are wonderful. I actually go back and reread
them (all) once or twice a year. I encourage anyone who likes IF
criticism to check them out.
--
Daphne
I'll second that ... he's the major source for the "IF Gems"
collection:
http://jacl.game-host.org:8080/dfisher/ifgems/gems.html
David Fisher
Hey, thanks! (Both of you!)
This seems as good a place as any to note that the URL for my web site
has changed a bit -- it's now http://spot.colorado.edu/~obrian/IF.htm.
Previously there was a "ucsu" where the "spot" used to be -- my ISP
has finally retired the ucsu server. I've got a redirect up on ucsu
right now so the transition is currently seamless, and Google has
recognized the redirect as well. However, the whole thing is going
away soon, so if you've got anything of mine bookmarked, those URLs
will stop working sometime this summer.
--
Paul O'Brian
I also feel like crying whenever I think of "Crystal and Stone, Beetle
and Bone". Such a beautiful game...but parts are literally unsolvable
without the walkthrough due to an overwhelming reliance on "guess-the-
author's-mind"-type puzzles. All the more annoying is the fact that
the supplied walkthrough cuts off at the end, meaning the game is
literally unwinnable without some major trial-and-error. The author
didn't understand that a hint system is no substitute for proper story
exposition, or that the final puzzle was utterly and completely
unclued. But it was so damn beautiful...poetic irony that it was all
written by a blind person who spoke English as a second language. So
much wasted potential. It was better than the initial release of MOOT
2, at the very least.
Sadly, no. My IF-playing time took a steep nosedive when my kid was
born in 2005. What cycles I do have to devote to IF go into working on
a game design for Textfyre...
--
Paul O'Brian
So, not to drag my own discussion off-topic, but how's the Textfyre
project going?
Congratulations, Paul. I didn't know. (Even if it's a bit too late to
say that)
For that, I refer you to http://www.textfyre.com. :) Follow the link
to the "President's Official Blog" for detailed news. I'd provide that
link here, but Google Groups seems to have some kind of family feud
going with Wordpress.
--
Paul O'Brian