Jacek Pudlo
unread,Feb 10, 2014, 2:59:28 AM2/10/14You do not have permission to delete messages in this group
Either email addresses are anonymous for this group or you need the view member email addresses permission to view the original message
to
Playing Emily Short's Counterfeit Monkey is like making love to a two hundred kilogram woman; once she gets on top, your goose is cooked. This is a game that will suck you in and spit you out. There are mounds-upon-mounds of puzzles, all very clever, very addictive, very abstract and very much alike. They heave and merge like porridge. At the end they all congeal, and no one is the wiser for it. An interactive fabula that's a machine rather than a story is indeed a limited pleasure. As much as we may admire the skill of its intricate assembly, and enjoy exploring the perfectly contained combinatorial explosion that lies at the heart of its puzzle scheme, there's something about it that makes us weary. Perhaps it's the feeling that the writer knew all even before she got started, that for her the writing wasn't a labour of discovery so much as an act of consolidation of prefabricated ideas and devices, an IKEA-type assembly job rather than a personal creative process.
Remember how older versions of Microsoft Word used to auto-correct "rabbi" to "rabbit"? ("Who was the rabbit who officiated your wedding ceremony?" I once emailed a cousin.) Well, that's pretty much the gist of Monkey's puzzle scheme. There are t-inserters, b-removers (turning a man named Brock into... yes, you guessed it, a rock), de-pluralising guns, de-capitalising catapults (turning Poles into poles) and tons of other fun gizmos. Okay, I made the last one up, but it wouldn't be out of place in this whimsically childish puzzle fest where anything can materialise out of thin air except an actual story, characters, themes, ideas, or any of the things an educated adult would look for in a work of fiction. Speaking of childishness, Monkey is heavily influenced by Ellen Raskin's The Mysterious Disappearance of Leon (I Mean Noel) (1974) and Mark Dunn's Ella Minnow Pea (2001), both children's novels, both using wordplay and anagrams to show kids that reading can be fun. Ms Short's indebtedness doesn't end here. The little there is in terms of story bears striking similarities to Mr Dunn's novel. None of this is mentioned in the credits, but I'm sure that's an honest oversight and will be addressed in the next release.
Will there be more where this came from? Seeing how it's easier for Ms Short to stifle a fart than refrain from releasing a game, I think yes. She's the Danielle Steel of interactive fiction, the difference being that while there's a healthy cynicism to Ms Steel's prolificacy (who can blame her for wanting to make money?) Ms Short's copious production has almost a stain of madness to it. Picture a thirty-eight-year-old woman delving into children's literature to find inspiration for her next interactive magnum rebus, the making of which will take many thousands of hours, only to release it for free. It's not like the itch she's scratching has any literary merit. This is pure, unadulterated entertainment, and people who make it usually charge you for it.
But a more interesting question is this. Why are we getting this in the form of fiction? Even while we're typing directions, greedily looking for new tools to truncate or lengthen words with, we're never convinced that it needs to be a work of fiction. It has everything one might expect from a Rubik's cube or a crossword, and nothing that would satisfy our imagination. It is intelligence without purpose, excitement without love; it certainly has a pulsating brain, but with no intimation of humanity. This is not a matter of misplaced reverence, of superciliously proposing that fiction is inherently superior to crosswords. It is rather a matter of honesty. If you call yourself a fiction writer, then write fiction, and leave the crosswords to the cruciverbalists.
So what, you may feel. Quite a few games are not much more than puzzles thrown together with little in the way of a coherent plot, well-drawn characters, let alone a meaningful theme. Effectively, they're crosswords that have broken free from the shackles of narrative purpose. As such, they may have their merits. Viewed as a crossword, Monkey keeps its end up pretty well. It's no less diverting than other games of its kind, and it's certainly one of the largest and most complex. It isn't, however, emotionally engaging. With characters that are nothing more than ciphers, how could it be anything but an emotionless diversion? After all, there's a reason why people keep their crosswords in the loo.
This is not to say that this kind of game doesn't have its proponents. Interactive fiction players, they argue, are zombies. They've grown up in a world of videogames and YouTube clips, the reasoning goes, and can't be expected to attend to a narrative. It's unrealistic to expect them to immerse in literature. What they need is a remorseless succession of abstract puzzles, however purposeless, to fill the gaps between IFMUDding, texting, chatting, tweeting, FaceBooking and Instagramming.
This is the kind of patronising view of the interactive fiction player that's given us Monkey, but the sadness goes beyond the particular case and pertains to the question of how a non-commercial art form could become a sausage factory. How could a literary medium with no pecuniary prospects succumb to the vulgar industries that masquerade in art's name? Why are interactive fabulists selling out when no one's buying? It involves a deeply entrenched culture of cronyism and mediocrity that, in the omnipresence of self-publishing and in the absence of an authoritative body of reviewing, fosters interactive fiction that is fit for the loo. Yet it is only when players are demanding and writers are willing to deliver that interactive fiction will be honoured.
Having read the reviews, I can conclude that not a single one opens the door to a discussion of why a work of interactive fiction should be devoid of fiction, have no story to speak of, and abuse its medium for entertainment value rather than as an inquiry into the human condition. Not one asks the question of whether people who imagine their view of this type of interactive fiction to be tolerant and sympathetic (even hip and fashion-forward) are not in fact being patronising and demeaning.
How to communicate what they have seen without killing it in the telling is a torment to a good many writers, even those who, like Ms Short, see nothing much. This is not to say that Ms Short is a clinical idiot - were she, she would not have written Counterfeit Monkey - but true insight begins just where her intelligence ends. Hers is an intellect without sympathy, a condition more fatal than idiocy; a little frigid culture may be raised on it, a dead language, some crosswords, but no art, not even bad art.