Games where the language is the puzzle
Interactive fiction, especially parser interactive fiction, has a tradition of wordplay games: pieces where you manipulate spellings, untangle anagrams, and solve puzzles using common proverbs and idioms.
Infocom’s Nord and Bert Couldn’t Make Head or Tail of It went to town with these concepts, with different game sections devoted to different types of pun and spoonerism. In Simon Christiansen’s PataNoir, you resolve all the puzzles by interacting with items that appear in the game’s copious metaphorical vocabulary. Ad Verbum (Nick Montfort) uses spelling as a source of constraints, as in the room where you can only use words beginning with a particular letter. Roger Firth’s Letters from Home is an interactive crossword where the player wanders an old house looking for items that sound like letters of the alphabet (tea -> T, of course) in order to deploy them in a letter puzzle. The prolific Andrew Schultz has made wordplay and encryption games the main subject of his work.
But there’s another category of games-about-words that don’t quite qualify as wordplay in the same sense, but that make heavy use of IF’s textual nature all the same. These are games where you’re actually working out a language, or at least an encryption, as you play; learning and then deploying a new vocabulary and possibly a new syntax as well. Read the rest of this entry »
Recommended time-travel IF games
IF time travel games come in several flavors. There’s the grand exploration flavor, where you’re visiting different historical eras and checking out the set-pieces, but different eras don’t really affect one another much. Occasionally they’ll use paradoxes as a threat — you have to accomplish A and not B, or else you’ll throw off the timeline! — but usually they don’t do too many strange things with causality.
The commercial IF era produced several good pieces like this; Trinity and TimeQuest are probably the best regarded of that set. There’s L. Ross Raszewski’s Moments Out of Time, which is about exploring a particular fictional environment with foreknowledge of how it’s all going to end. And while the puzzle design is now considered a little unfair in spots, Neil deMause’s Lost New York is fascinated with its city as a historical site.
Then there are the games where the time-travel aspect deeply affects gameplay. Time travel mechanics can be particularly rich at conveying consequence and outcome, because you can hop back and forth, tinkering with your decisions and seeing all the different ways things might have worked out. And text as a medium can often afford to depict a wide range of wildly varied settings and outcomes, since no one’s modeling or animation budget is being strained to portray these possibilities. Here are some of the best. Read the rest of this entry »