SPAG
ISSUE #51 - April 6, 2008

SPAG
The Society for the Promotion of Adventure Games

ISSUE #51

Edited by Jimmy Maher
April 6, 2008


SPAG #51
is copyright (c) 2008 by Jimmy Maher.
Authors of reviews and articles retain the rights to their contributions.

All email addresses are spamblocked -- replace the name of our magazine with the traditional 'at' sign.

IN THIS ISSUE

Editorial
IF News

Interviews with the Top Comp 2007 Finishers:
    Sam Gordon, author of Lord Bellwater's Secret
    Christopher Huang, author of An Act of Murder
    Admiral Jota and Grunk, authors of Lost Pig

The World of Italian IF: A SPAG Special Feature
    A History of Italian IF by torredifuoco
    Italian IF Interviews:
        Enrico Columbini
            A Review of L'Apprendista Stregone by Enrico Columbini
        Giancarlo Niccolai
        Alessandro Schillaci
        Roberto Grassi

An Interview with Peter Nepstad

Reviews of the H.P. Lovecraft Commonplace Book Project Games
    Dead Cities by Jon Ingold
    Ecdysis by Peter Nepstad
    The Cellar by David Whyld
    Handyman Wanted by Roger Tober and Nige Copeland
    Beyond the Threshold by Thomas 'Nihil' Busse
    El Museo de las Consciencias by various authors
    Lieux Communs by various authors

Other Reviews
    1893: A World's Fair Mystery by Peter Nepstad
    Rendition by nespresso
    Sunburst Contamination by Fredrik Ramsberg and Johan Berntsson

EDITORIAL

Two people who played a big role in the history of interactive fiction recently passed away within a day of each other.  You probably know the identity of one of the figures of whom I will write, as news of his passing has been all over the Internet and even made its way into the New York Times.  The other's passing, though, you may not be even be aware of.  The two gentlemen never met one another and moved in very different spheres, but they do share one thing in common: they both had immense influence on IF without even seeming to realize it.  What can I say?  We swim in a very small pond.

Let's deal with the obvious first: Gary Gygax in the early 1970's invented a little game called Dungeons and Dragons with the help -- exactly how much help depends on who you ask -- of one Dave Arnenson.  D&D begat Adventure when Will Crowther, an early enthusiast, decided to try to bring some of his tabletop RPG experiences to the computer.  Adventure in turn begot not just more text adventures and in turn this community, but also graphical adventures and the more combat and simulation focused genre of computer RPGs.  As the years went by, other forms of computer games in turn co-opted many of the tropes and storytelling methods of these genres.  Meanwhile, computer RPGs went online and became MMORPG's, easily the most profitable niche in the modern PC game market.  To say that the modern gaming landscape would look different without Gygax's creation hardly begins to describe the situation.  Would IF exist today without D&D?  It's a question I can't answer, of course, although I suspect it would, albeit in possibly a very different form.  Certainly we would have far fewer games with dragons cluttering up our history.

It's almost criminally easy to make fun of D&D and (the stereotype of) the people who play it, of course, and many of the articles that have greeted Gygax's passing have indulged in plenty of snark.  I understand.  It's hard for any writer to hold back when presented with such a juicy target.  (For an excellent 2006 article that has its fun with D&D but gets to the heart of its appeal at the same time, go here.)  I do wonder whether many of these writers realize, though, just how influential Gygax's geeky creation has actually been on modern culture, and not just on gaming culture.  I would argue that the recent glut of big-budget fantasy movies can, for instance, be traced back, through many twists and turns and by no means exclusively, to D&D.  People who have no idea what the game even is are feeling its influence when they go to their local cineplex.

Gygax himself didn't seem to understand just what he had wrought.  He came to D&D from the mathematically rigorous, simulation-heavy world of wargames, and always seemed to relate to his creation in those turns.  The standard Gygax model for D&D involved descending into a generic dungeon just because it was there, killing everything inside, and taking away the loot.  He played the game not as a shared story or as improvisational theatre but as a single unit wargame, a series of challenges to be tactically overcome.  As such he was largely an uninterested bystander for the last twenty-five years of tabletop RPG innovation.  Nor do I suspect he would find much of interest in our work in this community.  Still, he was by all accounts a man who genuinely loved games, and he began a revolution -- even if almost accidentally -- in the way we tell, play, and think about stories and games.  Not a bad legacy to have.  The bad Hollywood movies and glut of generically bad fantasy novels all over the shelves of your local bookstore we'll just agree to overlook.

The other person I want to eulogize here is even more tangentially related to IF.  Joseph Weizenbaum's passing has not received the press of Gygax's, but he is nevertheless a fascinating figure.  You might recognize Weizenbaum as the creator of Eliza, the first chatterbot that, in addition to causing a huge stir in the media at the idea of a computer actually doing something clever and at least mildly entertaining, was also a big influence on early IF.  One can see Eliza in the old Scott Adams games, for instance, where the player is assumed to be talking to and ordering about a character in the game world.  This "PC" even occasionally talks back to the "player."  In the modern era we have largely (though not completely) retreated from this model in favor of the player directly embodying a role in the game world.  Still, a "game" of Eliza is indistinguishable in a casual glance from even a modern game of IF.

I had always thought of Weizenbaum as just "the Eliza guy," but recently dived deeper into his life and work while researching a paper on magical and technological AI.  Weizenbaum never had any illusions about Eliza.  He was bemused and eventually disturbed by the reactions of people to what was essentially a clever language hack, to the point of writing a book not about, as one might expect, the wondrous future of computer AI but rather a scathing critique of the field and a warning about the dangers of attempting to reproduce the magic of our humanity in a machine.  I think of Weizenbaum's book when I read about research into creating fully computer-generated stories and when I look at projects like Chris Crawford's Storytron and the fascinating but ultimately frustrating Façade.  

As a newbie IF author just working on his first full project, I don't want to let you create your own story with my game.  I want to rather let you find your own way through my story.  I don't want to railroad you or frustrate you, and I want to make the best use I can of interactivity.  Still, while the interactivity may be yours the fiction is mine.  I don't think that the main strength of new media storytelling is in becoming a sort of wish-fullfilment fantasy, a box from which you can get any story you want.  I rather think it is a way of allowing you to engage with characters, settings, and, yes, story, in a way that is more immersive and immediate than you might find in a conventional printed work.  A novel lets you read and imagine a story; IF lets you directly explore the story.  At the core of both, though, must remain the human author working her magic.  IF must be a good faith relationship between player and author.  If the player tries to break that bond, acting deliberately out of the PC's character and actively attempting to "break" the story in the name of some demand for absolute freedom, I submit that the fault lies with that player.  In other words, I'm pretty much with Stephen Bond on this one.  For better or worse, Weizenbaum's book helped to bring me there.

Here at SPAG I've made some changes, as I'm sure you've noticed.  Some of you may not like it, but I thought it was time to bring the magazine forward, if not all the way to 2008 (we do still play text adventures, after all), at least to the late 1990's.  I won't be sending out each issue to subscribers anymore, but rather sending a link to the page where you can read it.  For those who like to print the issue for offline reading, a printer-friendly version is still available by following the link at the bottom of the framing page.  Publishing the issues on the web page in HTML will allow us to make use of such modern niceties as italics and boldface, allow other sites to link to individual articles, and allow us to return the favor.  I think it will make the magazine easier to navigate, easier to read, and much more attractive to newbies.  Last but not least, it will make my life much easier.  I really cannot express how painful it is to edit a plain ASCII newletter with hard line-breaks.  I look forward to spending more time drumming up and creating richer content and less time cursing in front of my text editor.  Even if you aren't sold on the changes to the delivery model, I hope the content of future issues will make up for it.  I have high hopes and big plans for the future!

But we've got a lot to offer right now as well: a great, in-depth conclusion to our series on foreign IF, with articles, interviews, and reviews focusing on the Italian community; interviews with the three top finishers from last fall's Competition, including the newly annointed XYZZY Best NPC Grunk himself; an interview with Peter Nepstad about his IF work; and reviews of all the Lovecraft Competition games plus a few others.  Enjoy!

Back to Table of Contents

IF NEWS

Spring Thing 2008
The Spring Thing 2008 games have just been released.  Only three titles, but at first glance they all look very promising.  You have until April 28 to play the games and submit your votes.

Third IF Whispers Game Released
House of Dream of Moon
is a game written by ten separate authors, each of whom had only the preceding section to base their own work on.

C-40 Competition Results
The C-40 competition to create games for an imaginary hardware implementation of the Z-Machine with only 40K of RAM has concluded.  It attracted three entrants, but all by the same author (the idefatiguable David Fisher) and none of them were actually IF.  Still, they do make an interesting collection of Z-Machine abuses, and one can never have too many of those, right?  Thanks to Sam Trenholme for running the competition.
 
IF Art Show 2008
Marnie Parker will be running another IF Art Show this year for more avant-garde works.  The deadline for submitting an entry is May 2.

ZLR, a new Windows Z-Machine Interpreter
I don't know about you, but I find it a little mind-boggling that in this age of Inform 7 text adventures are now bogging down our multi-gigaherz monster machines.  Still, here we are, and Vaporware is working on an ultra-high performance Windows terp to address the problem.  Now if he can just add Glulx support.  (Another thing that boggles my mind is that even many moderate-sized games now require Glulx.  Ain't progress grand?)

Flaxo, A Flash-based Z-Machine Interpreter
In other Z-Machine interpreter news, Peter Mattsson is working on an implementation in Flash.  When completed, Flaxco could be a great way to offer IF for web-based play.  To answer the first question that comes to mind: no, it's not hideously slow, at least in running the (Inform 6) sample game.

Folio Z-Code Interpreter
And finally, because mankind can never have enough Z-Code interpreters, we have this cool specimen that renders games in a graphical book format.  Still an early release, but well worth checking out as a novel (pun intended) new look for IF.

WIDE
Alessandro Schillaci has released WIDE, a Windows IDE for Inform 6 development similar to JIF but written in good old platform-native C++ rather than Java.  It's still in beta, but looks quite far advanced already.  See our interview Alessandro in this issue for more discussion of WIDE.

One-Room Game Competition Results
The 2007 edition attracted an impressive nine entrants: five in English and four in Italian.  David Fisher's entrant Suveh Nox was the winner.  Thanks to Francesco Cordella for organizing the competition.

Treasures of a Slaver's Kingdom
S. John Ross has created a very, very bad game that he strongly cautions you not to play under any circumstances.

French IF Competition
The French IF community's annual competition has come and gone.  Five entrants, the winner being Eric Forgeot's Les Heures du vent.  

Child's Play
A new game by Stephen Granade.  It's a dog eat dog world in the nursery...  Stephen has also released his Inform 7 source code for the game here.

DreamPath
Ido Flaishon has designed a new system for creating Choose Your Own Adventure-style stories.  Closed source and Windows only, but free for non-commercial use.

Interactive Short Fiction Competition
IF Beginner's Comp
Two competitions recently took place, each challenging entrants to create a game suitable for introducing beginners to IF.  They not only share a theme, but also four of the same games as entrants.  The difference?  Mark Engelber's IF Short Fiction Competition is judged by its organizer, while the winner of David Fisher's (there he is again!) IF Beginner's Comp is determined by popular vote.  It didn't make much difference, though: Mrs. Pepper's Nasty Secret by Jim Aikin and Eric Eve won both handily enough.

IF Cover Art Drive
Emily Short has initiated a project to pair up artistically challenged authors with artists who have enjoyed their work and might want to return something in the form of a cool bit of cover art to advertise and represent their game.  Read all about it on Emily's blog at the link above, and if you have the talent please think about helping out.

Legerdemain
Not a traditional IF game, but rather a textual RPG which, in its author's words, "borrows heavily from the genres of  Roguelike games as well as interactive fiction."  By Nathan D. Jerpe.

2007 XYZZY Awards
The 2007 winners of the XYZZY Awards, our community's equivalent of the Grammy Awards if the Grammy Awards didn't suck so bad, have been announced.  Congratulations to all the winners, and especially to Admiral Jota and Grunk, whose Lost Pig cleaned up pretty good.

PAWS
After a five-year hiatus PAWS (the Python Adventure Writing Systems) is back.  PAWS is, as you might have surmised, a library for creating IF using the programming language Python.

Back to Table of Contents

Interviews with the Top Competition 2007 Finishers

It's been a long-time tradition with SPAG to publish interviews with the top three finishers in each year's IF Competition.  This year, Sam Gordon (author of the third-place game Lord Bellwater's Secret), Christopher Huang (author of the second-place game An Act of Murder), and Admiral Jota and Grunk (co-authors of  Comp winner Lost Pig) were all kind enough to answer my questions.

Back to Table of Contents

Interview with Sam Gordon, author of Lord Bellwater's Secret

Jimmy: Tell us a little bit about that insignifcant portion of your life outside of the world of IF. Introduce yourself to SPAG's readers.

Sam: In "real life" I live in England; I'm married, with three children; and I work as an IT project manager for a large company. I think my family believe me to be a reasonably normal and well-balanced individual...with the exception of my interest in the world of IF, which they regard as a bizarre social aberration, not to be mentioned in polite company.

In my work I have engaged in collaborative projects with other companies in the U.S.A., Canada, the Middle East and continental Europe, so I would like to think that I have gained a slightly greater "world view" than is sometimes ascribed to my fellow countrymen. The famous headline "Fog over English Channel: Europe isolated" doesn't work for me! Although the IF community is probably strongest in North America, it is actually quite international in its make-up and I think that adds to its strength and diversity.

Jimmy: How long have you been interested in IF, and what prompted that interest?

Sam: My first encounter with IF was in 1981. It was my first job in the IT industry and we were developing embedded systems using the new Intel 16-bit microprocessors of that era. We used Intel's custom development systems to compile code and download it into target systems and, one day, one of my colleagues turned up with a floppy disk which he loaded into the development system and showed me a program called ADVENT. I was instantly lost in the world of caves, beanstalks and bears: I "worked" late into the evening that day, until a company security guard virtually threw me out of the building at about midnight.

I enjoyed the Infocom games when they came out but rather forgot about IF until about 3 or 4 years ago when I read something about Inform 6 and, from there, discovered that there was a thriving IF culture.

Jimmy: In addition to Lord Bellwater's Secret, you have written two games for One Room Game Competitions: Final Selection and Urban Conflict. Before we get to Bellwater, tell us a bit about those games, and about the challenges that come with writing in such a restrictive format. (Bellwater is almost one room too, come to think of it...)

Sam: By nature, I'm a great starter of new things and a poor finisher of anything (but please don't tell my boss or our clients!) So, unsurprisingly, I've started writing a lot of games but only finished the three that you mention. I think perhaps the discipline of working within the constraints of a single room scenario is good for me in avoiding over-elaboration and increasing the chances of finishing. Final Selection was my first "published" game: at the time I thought that a one-room game would be a good starting point as I would be able to write it very quickly. In any event it missed the 2005 one-room competition and I ended up reworking it for the 2006 competition, so it wasn't very quick at all. Final Selection was an unashamed puzzle game with very little story: a classic one-roomer, I suppose.
 
I began working on Urban Conflict (along with several other ideas that have never seen the light of day) almost as soon as as I had finished Final Selection. It was inspired by a visit to a museum in Budapest, which included an interesting exhibit explaining the workings of the Kalashnikov assault rifle. I wanted to do something quite different from the usual one-room formula and instead tried to model the interaction of two people, confined by circumstances to sharing a single room. I think the game received some credit for being ambitious but was generally not liked as a game.

Jimmy: Bellwater is one of the two top three finishers from this Competition that have no supernatural, magical, or science fictional elements at all. That's rather unusual for a genre that is still somewhat dominated by fantastical stories. Any thoughts on this? (Boy, that's vague, huh?)

I'm not very confident in my own writing ability and I suppose I have been rather unambitious in terms of the actual story-telling of my games. I am enormously impressed by authors who can write good fantasy - and for me that means creating a world that is entirely convincing and consistent, in which the laws of physics may not be the ones we are accustomed to, but there are some consistent laws in place, nevertheless. Tolkein was a master of that: Isaac Asimov, Philip Pullman and J K Rowling are pretty good too. Come to think of it, I also admire the more whimsical (and less consistent) fantasy writers like Douglas Adams as well, but I've never tried writing anything whimsical.

I have toyed with writing something a bit more magical: one of my unfinished games involves replacing all the usual "game rules" with a completely different set if the character happens to be holding a particular magical object:. For example they can "see" inside closed containers which they examine. However, I'm making no promises about whether this will ever be finished!

Jimmy: Bellwater had a really nice Victorian feel to its scenery and its writing.  As someone who has read way more Dickens, Trollope and Brontë sisters than is healthy for anyone, I just have to ask whether you are a fan of this era of literature?

Sam: Thanks for the kind words about Bellwater! Dickens is certainly one of my favourite authors: he was a wonderful storyteller and created such vivid characters. I would definitely include "David Copperfield" in my list of 10 favourite books of all time! Dickens wasn't a conscious influence on Bellwater but was probably lurking somewhere in the background (come to think of it, "Lord Bellwater" almost sounds like a name out of Dickens). Also, it's difficult to write that sort of genre without a nod to Conan Doyle. I have to confess to not much liking the Brontës....and I have already been severely reprimanded by one Competition judge for the fact that none of the Brontës' titles appear in Lord Bellwater's private libarary! At the time I was working on Bellwater, I had just been rereading some of Daphne du Maurier's novels. Although they were written much more recently, they have some similarities with the Victorian novels with, for example, My Cousin Rachel being set in the 19th century and being pervaded by a vivid sense of impending doom. Although I wasn't directly trying to copy her writing style or mood, I was certainly influenced.

Jimmy: Your game made a great point of always telling me where I was in the room.  For instance, when I examine the desk after looking at the bookshelves I see this: "You turn from the bookshelves and walk over to the desk." I can't say this annoyed me, but I was a little confused about why the game was so concerned with informing me of my position. Was I just missing something obvious?

Sam: I did something similar in Final Selection as I wanted to create a sense of space and movement, although I was restricting myself to the single room. I decided to do the same with Bellwater, with the same intention. One of the difficulties with a one-room game is that it can seem as though you are standing still, surrounded by a heap of objects and I certainly wanted to avoid that. I wouldn't try to use it for anything other than a (predominantly) one-room game. For those interested in the actual writing of code, I would add that behind the scenes, the game is actually implemented as several "rooms" at the code level, although all remain "in scope" all the time. This has the advantage of managing some of the potential disambiguation problems (the game assumes that the player is more likely to be referring to an object in the current area, rather than a distant corner of the room, for example). However, the automatic movement between areas of the room ended up getting very complicated: if the player types GET KEY, for example, the game can easily move the character to the part of the room where the key happens to be; however LOCK DOOR WITH KEY presents a lot more problems for automated movement, particularly if, for example, the player is in the fireplace, the key is by the window and the door is at the other end of the room!

Jimmy: I was a bit frustrated that I couldn't get an unequivocally happy ending out of the game, to the point of replaying several times in the hope of seeing same. Why did you decide to leave even the winning ending rather mixed in tone?

Sam: Yes, a lot of people were unhappy with the ending! I tried writing several different endings but was unconvinced by an unequivocally happy one. One of the themes of the game was supposed to be the iniquities of the British class system (although I certainly wasn't trying to ram that down the player's throat). I felt that even with the protagonist being successful in his quest for justice, it would be most likely that the British establishment would close ranks and deny him his full inheritance

Jimmy:. Huge compliments on the design of the puzzles, which were clever but always fair and solvable, and on the way you took into account so many incorrect actions the player might try, such as hiding in the fireplace and trying to ambush her attacker. Any thoughts on either of these choices, or the general design of the game as a whole, to share?

Sam: Thanks again for the compliments! The feature that people have commented on most favorably was the bookshelves - people seem to have amused themselves either with taking volumes at random from the shelves or looking up their own favorites in the index. Several have asked me if there are really 1200 books on the shelves, like it says in the room decription. (In fact there are only about 50 titles implemented, but they are allocated to their positions on the shelves only when the player tries to remove them.)

A wall safe is always a bit of a cliche. In real life, you don't leave the combination lying about, but in IF you have to let the player find it. In Bellwater, I think the player has to put together the information from three sources and use a bit of logic to work out the combination. I thought this was fair (and I'm glad you agree).
The final puzzle that allows the player to escape from the room was made unneccessarily hard by some rather weak implementation. I'm fixing this in a bug-fix version of the game.

Jimmy: I concur with your assessment.  I thought the safe puzzle was great fun, and was able to solve it on my own.  The final puzzle, on the other hand, got me because the game didn't understand GO THROUGH WINDOW or even ENTER WINDOW, only EAST.  Grr... Anyway, moving on...

Did you play the other Competition games? Favorites? Impressions?

Sam: Yes I played most of the games.  I thought that almost all were very solid and competent but that Lost Pig stood head and shoulders above the rest, and well deserved its winning position. The character of Grunk and his style of speaking were beautifully depicted and that illusive "sense of immersion" was fully realized.

Jimmy: Are you working on anything now? Can you tell us about it?

Sam: Although I have quite a few partially-implemented games, I am not really working on anything definite (apart from a bug-fix version of Bellwater that just tidies a few things up).  [Fix that window! -- Jimmy] Ideally I would like to try a collaboration with another writer. I think that working with someone else could be great fun. I often feel that IF is more like drama than literature and it would be interesting to work with someone who has had some experience of acting or writing for the stage. However, even just a different perspective would be useful. I think, for example, that Urban Conflict could have been a much better game if I had worked with a collaborator and we had worked together on the relationship between the two characters. However, life outside IF is quite busy at the moment and I don't want to start scouting around for a writing partner until I can definitely commit some time to the project.

Back to Table of Contents

Interview with Christopher Huang, author of An Act of Murder

Jimmy: Tell us a little bit about your life when you aren't writing IF.  Interests, job, geographical location, etc.  Whatever you feel comfortable sharing and that won't attract Internet stalkers...

Christopher: I work in an architectural firm in Montreal.  And yes, I did sketch out floor plans for the house in Act Of Murder.  In my downtime, I while away the hours playing games, unless it's November in which case I'm writing for National Novel Writing Month.
 
Jimmy: So, ten years or so since your last full-fledged effort, the very well received Muse: An Autumn Romance.  You are part of an interesting pattern of IF authors popping up again from out of nowhere.  (As I write this, Brent Van Fossen has just released a new version of his old classic She's Got a Thing for a Spring after a similar delay.)  What prompted you to write some IF again?

Christopher: Well, I remember talking quite a bit about writing something big -- well, bigger than Speed-IF  anyway -- after Muse, but Real Life got in the way.  By the time I caught my breath again, I'd  forgotten too much about Inform and about the groundwork for any other projects I had percolating at the time to get started again.  Then Inform 7 came out, and I didn't have to relearn anything after all: relearning a coding language is boring as hell, but starting afresh is easy and interesting.

Jimmy: I'm frankly in awe of the randomization in your game, not only because it exists at all but also because it works so seamlessly.  The plot never feels clunky at all.  Tell us how you approached the design.  And just exactly what all is randomly determined on each playthrough?  Upon first playing, I assumed the game just worked like Infocom's Moonmist, selecting from a handful of pre-designed scenarios.  Now, though, I realize what it does is much more intricate and impressive.  Must have been a nightmare to test the thing...

Christopher: I'd actually been wanting to do something like AOM for years now.  I first started out with something with a cast of about 20 to 30 characters, one of whom would be randomly picked for a victim, and eight others who'd be randomly picked to be present in the game as suspects.  As you might imagine, that was rather a bit more than I could chew.

Later on, I thought to approach it from a different angle.  Instead of looking for interesting suspects or stories, I started with the mechanics instead.  I took the classic "method, motive, opportunity" schtick: two people to be cleared by mutual alibis, one person who couldn't have done the deed in the way it was done, and one person with an "anti-motive" -- that is, someone who would have wanted the victim alive rather than dead.  That gave me four innocent people, and of course one more for the guilty party.  After that, it was just a matter of creating characters who would fit into the mechanics, and developing a story that would work.  Also, picking weapons that would fit the requirements.

A lot of this is thanks to Inform 7's table function.  The game would probably not have been possible otherwise.

Jimmy: One thing distinctive thing about both Muse and Murder is the fact that they both take place in our own everyday, mundane reality, without the science fiction and fantasy tropes that still tend to dominate IF.  What led you to set your games in "reality-based" worlds?

Christopher: To be honest, science fiction tends to turn me off; space stations, alien planets, high technology, that sort of thing usually makes my eyes glaze over, unless something special catches my attention really really quickly.  As for fantasy, I'm pretty neutral.  I figure that if something has fantasy elements in it, the story had better be something that cannot be properly told without them; and none of the stories I've come up with so far have required fantasy elements.

But, I love mystery stories, particularly those written between the 1920s and 1940s.  So that's what I tend to read.  And, as I said, I'd been wanting to do something in that genre for years.

As for Muse... well, I'd been reading a lot of Anthony Trollope at the time, particularly Trollope's Barsetshire Chronicles.  The first line, "The summer of 1886 found me..." had been percolating in my head for quite a while.

(Believe it or not, Muse was once intended to be a mystery story.  The murder or murders would take place in Barchester, and Rev Dawson would solve them from Switzerland via telegrams to and from his sister Emma.)
 
Jimmy: Always great to talk to another Trollope fan!  Dickens is good, but Trollope is better, and really deserves more exposure in America.  I spent much of 2007 reading all six Barsetshire novels...

Another thing I notice about both games is that you are trying to tell quite subtle (by IF standards) stories in each.  Let's take them one at a time, if you don't mind talking about your earlier game too much.  Muse is a Victorian romance.  How difficult did you find it to translate such a concept into the IF world of objects and puzzles?  How successful do you feel you were?


Christopher: I never really thought of Muse as a "romance" in the popular sense of the word; to me, it was a story about one man's mid-life crisis: the fact that Rev Dawson is just 1 year short of 60 is a lot more significant than he ever cares to admit, and add to that the life of strait-laced rectitude that his occupation implies.

A number of puzzles had occurred to me before I even began.  I don't know if I thought they were anything special, but I do remember being rather pleased with how well they fit into the story.  In terms of success as puzzles, I think they were, for the most part, satisfactory.  Perhaps the puzzle involving the changing of rooms could have been better clued....

The one puzzle that I think was not so successful was the conversation with Konstanza.  It was a bit of a last minute thing: I'd just read about "conversation mazes" and decided that I had to have something of the sort in the game.  Unfortunately ... well, you only have to look at something like Galatea to see how such a thing should have been done!

Jimmy: Similarly, An Act of Murder is a classic locked-house murder mystery which forces the player to grapple with ephemeral concepts -- alibis, motives, and methods -- rather than locked doors, mazes, etc.  I thought you made heroic efforts to make this feel natural for the player, but also felt the game fell a bit short at times here too, in that I wasn't always quite sure how to translate the notion in my head into actions in the gameworld.  (No shame there, what you were attempting is just SO difficult.)  Any thoughts about trying to map the logic of a mystery novel onto a development library still to some extended focuses on creating more Zorks?

Christopher: AOM is more a meta-mystery, I guess.  I'm still rather pleased with the master table that organises all the suspects and the roles they are to fill in the story, but I don't know if there's any engine within that could lend itself to a development library.  Otherewise, I was mostly just learning as I went along.

Jimmy: Act of Murder has an unusual number of well fleshed-out NPCs for an IF game. Tell us about the process of designing and coding them.

Christopher: The mechanics came first, and the suspects were drawn up to fill the spaces that the mechanics required.  When I first began coding, I had a bunch of names and no story, no way to actually relate them to each other.  I knew I wanted a "man of action" character -- the Colonel Mustard archetype -- so I randomly assigned that to the suspect labelled "A" in my notes ... and voila, Alexander Wolf.  Then, a woman in a wheelchair, because I just like the imagery ... a prissy, superior, socialist-type ... someone related to the dead man ... and someone in a position of trust, like a lawyer or a manager.  As the story fell into place, so did the suspects' characters and their relationships towards each other.  I do remember that the animosity between Cedric and Deborah was a fairly late development, for instance.

Coding them was largely about giving them things to say in response to the player's questions, since there wasn't much else for them to do or  react to.  And you can never code in enough responses, once you set down that road.  In this case, a lot of their speech was peppered with if/otherwise conditions, to mesh with the scenario as currently set up.  I do think there's a lot more that could be done (but which I doubt I'd get around to doing!).  In the case of their alibis, I had to pull out whole new set of rules to deal with all the if/otherwise conditions.

Jimmy: One problem that has plagued earlier IF mysteries was the necessity to be in the exact right place at the exact right time to spot suspicious behavior.  You avoided this by setting your game after the crime is already complete and giving your player a fairly static crime scene to explore, which enhances playability at (perhaps) the expense of a certain element of drama.  Any thoughts on the tradeoffs you made here?

Christopher: I do miss the action.  There is a possibility, in one scenario and one scenario only, of causing Elinor to move to the Terrace and Benedict to refuse to answer any more questions, but that was the only "action" I managed to put in during the game.

And there'd actually been even less action to begin with: I'd initially put all the details of the case in a text-dump right at the beginning, and had the player start out in the Study, having already presumably met all the suspects.  Some testers complained that they didn't have a good grasp of who the suspects were, and some said the text-dump was a bit too much information all at once, so I created the introduction sequence.

Jimmy: So, you just got paid $500 for writing IF!  That's unusual.  What will you do / have you done with the money?

Christopher: Bank it.  I am a parsimonious, miserly wretch and I like to see my bank account grow.

Jimmy: In this you are a man after Trollope's heart.  He kept careful track of the exact sum earned by each of his books, almost down to the shilling, and gave this accounting prominent place in his autobiography.  Needless to say, his reputation among the art for art's sake crowd was destroyed forever.

But back in the world of IF... Did you spend time with the other Competition games?  Favorites, impressions, opinions to share?


Christopher: I did play most of the other games.  I did enjoy Orevore Courier, despite what I said earlier about my gut reaction to science fiction: it caught me early with the PC's attitude, and then there were pirates.  Pirates are cool.  Plus, I'm rather fond of games like this, where a lot of it is about managing and controlling the reactions between the different elements.

I know I spent an inordinate amount of time on Slap That Fish! and Jealousy Duel X, trying to get everything perfect.

I couldn't get very far into Press [Escape] To Save, but it reminded me of Rybread Celsius so much that I wondered if this might in fact have been him come back, as it were, from the dead.  His early games, however flawed, had a certainly exuberance that I rather miss.

Jimmy: Will we have to wait another decade for your next game, or do you have plans to work on something before then?  Any hopes / plans / ideas for a next game you might be able to share?

Christopher: Oh, I'm thinking of a new release already.  Of course, that's what I said ten years ago, after Muse.  I don't know.  Perhaps you'll have to wait for Inform 8!

Jimmy: Congratulation on your excellent Competition showing, and thanks again for doing this interview for SPAG's readers!

Christopher: You're welcome!

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Interview with Grunk and Admiral Jota, co-authors of Lost Pig

Jimmy: First of all, SPAG is of course a family publication, so I just need to confirm from you before continuing, Grunk, that you are in fact wearing pants at the moment.

Grunk: Grunk not just wear pants. For this, Grunk wear two pants. But wearing two pants not easy, so Grunk put one pants on leg and other pants on head. Pants on head not very good pants because them have big hole. (Not have hole before Grunk put pants on, so Grunk think maybe putting on boots before Grunk try putting on other pants not help there.) Pants with hole not good for covering Grunk up. But hole good for looking out of.

Jimmy: I've read all that over very carefully, but I'm still not actually sure whether you are fully covered in all the important places.  Perhaps we should just wipe that imagery out of our heads and move on...

Grunk, those of us who have read your blog already know a bit about your personal history, particularly illustrious military career.  Perhaps, though, you could fill in the blanks a bit to describe your pre-military, pre-farmhand doings, and also to tell us what you have been up to more recently.

Grunk: Before Grunk work on farm, Grunk at home with mother and father. (Before that, Grunk at home with mother and father and brother, but then Grunk brother join army.) Then one time Grunk walking down road and see tasty pig. So Grunk get hungry and eat some pig. Then man come out and yell at Grunk, say Grunk pay for pig. But Grunk not have any coin! So man say, Grunk work and pay for pig that way. That how Grunk start working on farm.

Now, Grunk not even in army any more. That because army not there any more. Place where army at all fall down. Fall on top of Grunk boss in army, so now Grunk just work for Grunk. Live in woods with some friend from army that not in army any more either, looking for person that give coin and food and thing if Grunk wave sword and go "RARRR!". There lots of person that pay coin and food and thing for good "RARRR", so it all work out OK.

Some time Grunk tell story too.

Jimmy: I think I speak for everyone when I say we can't wait to hear it.  

How did you end up with your own doman name?  Very unusual for an orc...


Grunk: Grunk not know how that happen either. Grunk never say that it OK! Not know what "domain" mean, but that not mean it OK if it take Grunk name. Grunk ask Prgukar, and him say Grunk should get "lawyer". But it turn out that "lawyer" not really kind of spiky club. It just kind of person. Oh well.

Lawyer say that now Grunk get to share name. Then lawyer take all Grunk coin. Next time, Grunk just use spiky club.

Jimmy: Jota, your life has not received all the public exposure of Grunk's.  What sort of things do you get up to when not writing IF with Grunk?  How long have you been interested in IF?  Tell us a bit about yourself, please!

Jota: By day, I'm a software developer in New Hampshire. By night, I fight international crime using a legion of remotely-controlled cybernetic cantelope from my command center deep underneath a converted textile mill in downtown Manchester.

However, of more interest to your readers is how I first started playing IF. My very first exposure to it was sometime around 1990 (give or take), when I was about thirteen. My parents gave me a copy of Star Trek: The Promethean Prophecy for the Apple IIgs. I had fun not just playing the game, but also trying to figure out how the underlying logic worked. (For instance, DAMAGE was implemented as a verb meaning "TELL ME ABOUT..." -- presumably to facilitate parsing lines like "SPOCK, DAMAGE REPORT".)

A few years later, I started playing Sierra's Space Quest and King's Quest games illicitly in the High School computer labs. A friend suggested that if I liked those, I might be interested in this other game, and he showed me a copy of Zork IThere are more of these? I thought. One thing led to another, and eventually I was downloading AGT (since it was for writing adventure games, whereas most of the Internet resources I found only seemed to be for something called "Interactive Fiction"), and the rest just followed naturally from there.

Jimmy: I had that Star Trek game too, and also hacked the hell out of it trying to figure out how to actually beat it.  I'm not at all convinced today that it actually was possible to beat, at least in the Commodore 64 version I had.  Still, remembering that game brings the warm fuzzies in a big way, even if reading the manual that promised the ability to do all kinds of things that didn't actually work when you tried them in the game (again, at least in the Commodore 64 version) was more fun than actually playing.  Sometimes I think about trying to implement something like the game described in that manual (as opposed to the one on the disk), because I've never seen anything quite like it.

How did you come to the name Admiral Jota?

Jota: High School Spanish class. Everyone had to take a Spanish name. Since I used to be called by my initials ("JJ"), I just translated that directly ("Jota Jota"), and then shortened it to just one J.

The "Admiral" part was more of a joke. When you play videogames where you fly around in spaceships and blow things up, everybody wants to be the ship's captain, right? Well, I did that one better. Once I got online, it's what I used whenever I went somewhere that wanted a "full" name, rather than just a simple handle. Before I knew it, it had become my semi-official nom de 'Net.

Jimmy: While you have plenty of Speed-IF and IF Whispers collaborations to your credit, this is your first attempt at a fully-fleshed, polished game I believe...

Jota: What, you don't think Pass the Banana was fully-fleshed out and polished?

Jimmy: Actually...

Jota: Well?

Jimmy: Well...

Jota: Hello?

Jimmy: You see...

Jota: Oh, alright.

Jimmy: ... ahem... I think everyone was impressed by Lost Pig's level of polish: the translation into Grunk's "unique" diction was accomplished seamlessly, the one significant NPC (no, not the pig, although he was cool too) felt very, very alive, etc.  As I wrote in my review, any game that understands REACH IN CRACK WITH POLE has officially impressed me.  Perhaps you can tell us about the game's development history.

Jota: The original concept came to me in 2003. It was shortly after I'd run out of steam at keeping up Grunk's journal. Stephen Granade had decided to save himself a little work by building a web form to let the ifComp authors input their game info themselves (the lazy bum). He wanted some folks to test it for him, so I just tried sticking in some silly stuff: author? "Grunk"!... title? oh, something dumb... Lost Pig... subtitle? uh, let's make it a dungeon crawl... And Place Under Ground. Then Stephen said "You should write that!" And I thought, "Ha ha, right! Hmm..." After that, every once in a while the idea would bubble up to the surface of my brain again, and I'd think about possible puzzles or objects or interactions, maybe take a few notes, and then completely forget about it again.

Then in 2006 I sat down and wrote the whole thing in a month or so (much of which was spent battling the Z-Machine's 64kB limit for writable memory).

Jimmy: I thought your use of a TADS 3 like conversation system worked really well, aided of course by the fact that you wrote out an absolute sledload of responses for our little gnome friend.  Any thoughts on conversation in IF?

Jota: I think conversation in IF should be tailored to fit the game in question.

Since Lost Pig is essentially a puzzle game in the old-school dungeon crawl style, I felt like it should have a topic-driven conversation engine, like the old ASK/TELL systems. Thus, all of the dialogue in the game is represented as simple topics that can be accessed at any time (once Grunk has been exposed to the subject in question) with the TALK ABOUT command (for which ASK and TELL are just synonyms). These topics are parsed like any other game object, and are moved into scope as Grunk learns about them.

On the other hand, the game is also driven by the Grunk's unique perspective, so I wanted the way conversation was presented to reflect his thought processes. Presenting a small selection of the topics that he might happen to be thinking about at the time seemed like a good way to represent this, and displaying them in the stilted syntax of IF commands complemented Grunk's own style of speech.

As for the sheer number of topics, that's purely because of my own style as a player: when I'm playing IF, I tend to try almost everything that I think of, and as an author, it seemed only natural to give responses to the things that I would have tried if I myself were playing the game. In fact, there are many supported topics which are never explicitly mentioned as dialogue options. The current version of the source (which I'm in the process of revising to remove a few bugs that were in the comp release) contains about 250 topics altogether.

Jimmy: Wow!  I think a new standard has just been set...

Grunk, please move on and do not read the rest of this question.  Thanks!


Jota, I have to tell you, I sometimes get the impression that Grunk is not, shall we say, the brightest bulb in the chandelier.  Was he REALLY able to rescuse the pig and escape from underground by solving all those complicated puzzles?  I sometimes got the feeling his adventure might have been embellished a bit when translated into IF...

Jota: Well, I'm pretty sure he did get back with the pig somehow, and I'm almost certain the gnome was real. But to be absolutely honest, I strongly suspect that gnome might have offered him a bit more help than Grunk really wants to admit. I mean, if it were me, I certainly wouldn't have just sat there the whole time while an orc rooted through my home trying to find useful objects...

Jimmy: Okay, Grunk, thanks for not reading that last one.  This one is just for you. Will we ever see more blog entries from you, or better yet a new IF adventure featuring you?  Or perhaps being the world-famous star of a Comp-winning game will just keep you too busy?

Grunk: Lots of thing happen to Grunk, when Grunk still in army and after Grunk in army and before Grunk in army and in between time too. Grunk still like telling story about thing that happen to Grunk. But not know yet how Grunk tell next story that Grunk tell.

Maybe next time, it just normal story like in journal where Grunk talk and other person just listen. That less work than this kind of story. But maybe Grunk make it one long story that have beginning and end, and not have lots of little piece like journal. Or maybe Grunk do some other thing that not like either one at all. Maybe next time Grunk just do song and dance instead. (Probably not, though. Grunk not very good at dancing.)

Jimmy: What will you do with the $500 Lost Pig earned you?  (Or perhaps I should say what have you done...)  Did you divide the cash 50-50?

Jota: My part of the money is sitting in the bank, happily earning interest (interest which is helping to finance my melon-bot army, of course).

As for Grunk's share, we couldn't find a good method of currency exchange, so I set him up on eBay instead. I had to explain to him what most of the things were, of course. He ended up picking out an old color Game Boy, a copy of Super Mario Brothers, and several cases of spare batteries.

Grunk: Little man hit brick and coin fall out. Grunk hit brick and Grunk hand hurt. Grunk play some more, maybe find out what Grunk doing wrong. Maybe Grunk need eat more mushroom.

Jimmy: Did you get a chance to play through the over Comp games?  Favorites? Impressions?

Jota: I did play through some of them, although I didn't have time to play them all. From what I did play, I was especially impressed with An Act of Murder. He did a great job of matching his writing to the style of the genre, and the gameplay was solid -- a good game even without the randomization and replayability. I wouldn't have felt bad taking second place to it.

Jimmy: And finally, what are your future plans, Jota?  Working on anything now?

Jota: For non-IF, even though I'm not updating Grunk's journal, I do periodically write short pieces of my own still, such as the series of posts starting here and continuing on succeeding days.

For IF, I'm working on a collaboration at the moment. It's a humorous fantasy puzzle game as well, but it's otherwise completely unrelated to Lost Pig. I'm doing the design while my collaborator is coding it. It's in Inform 7, a language which I personally find nearly impossible to write in, so it'll be interesting to see how that works out.

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The World of Italian IF: A SPAG Special Feature

For over a year now, SPAG has been running a series of features that highlight the histories and cultures of the various non-English IF communities.  In this issue we wrap the series up with an examination of Italian IF.  We will begin with a general history, followed by interviews with several key players and a review of an exceptional classic Italian game.  Huge thanks go out to torredifuoco, who has been absolutely tireless in putting most of this together.  

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A History of Italian IF by torredifuoco

Enrico Colombini: the Beginning (1982-1985)

The first Italian piece of IF was Avventura nel Castello (Castle Adventure) by Enrico Colombini, released in 1982. He developed it on an Apple ][, after he had met with Adventure at an IT fair two years before. Like in Cinderella's tale, he played only one (quite long) game, and then the very next day didn't find the colossal cave on that monitor. He had to wait until the game showed up on a diskette disguised as Apple Adventure. Only then could he study some code and began developing something in Italian. He came up with a well-designed quest set in a Scottish castle which players must escape -- alive -- using a two-word parser. He soon found a distributor, J. Soft (a division of Gruppo Editoriale Jackson, an Italian IT publisher).  His game sold well enough throughout the country, even though Apple ]['s weren't terribly common computers in Italy.

In 1984 J. Soft came to an arrangement with Apple Computer Italy, and a second version of the game was bundled with the Apple //c.  Meanwhile, videogame publishers and computer magazines started pushing interactive fiction. Users switched from consoles to microcomputers, and the computer market became wild. Piracy was commonplace.  The Commodore 64 was the king of micros, followed by the Sinclair ZX Spectrum (aka Timex Sinclair in the USA). Many users played IF works written in English.

Gruppo Editoriale Jackson brought out three books about writing IF with Basic during 1985: Mike Grace's Avventure e Commodore 64 (translation of Commodore 64 Adventures), and two books by Colombini - Scrivere un gioco d'Avventura (Writing a Text Adventure Game) and Avventure (Adventures). These latter two were the better by far. The author's witty style and up-to-date information trumped the competition.

Scrivere un gioco d'avventura featured the annotated source code of an example game for the Apple ][, easily portable to other microcomputers, while Avventure described the development of a mini-adventure and was bundled with some software: two example games and a tool called Modulo BASE (BASIC Module) for five machines -- the Apple ][, IBM PC, Commodore 64, Sinclair Spectrum and MSX.  Italian IF players now had the tools to become authors.

Bonaventura Di Bello and the Newsstand (1985-1988)

As a consequence, in 1986 J. Soft released some good titles by new authors in a variety of ways. Some were bundled with Jackson's magazines, such as Etrusk by Marcello Giombini; others were sold by mail-order through ads in magazines,such as Il Mistero della Piramide (Pyramid Mystery) by Enrico Ragaini.  Another popular title was Missione Odessa (Odessa Mission) by Paolo Giorgi.  All displayed the telltale signs of Colombini's Modulo BASE working under the hood.

However, Colombini wasn't the only coder in town. Others developed their applications or used other tools.  It is possible that no Italian software house devoted itself exclusively to IF because piracy strangled the software market.  Everybody could find copies of the latest games everywhere: from friends, from computer shops and, last but not least, from the newsstand!  In the latter case, they changed titles, rewrote credits and added some instructions in magazines.

There were a few exceptions to the rule.  Let's take a step back to 1985, a great year for Italian IF.  The newsstand offered original software, too - i.e. IF works written in Italian.  It all started from a collaboration between Arscom (a "software house", or coders' team) and Edisoft (publisher) giving birth to a magazine, Next Strategy, that developed new Italian IF for the Commodore 64.  They hit the market with series of adventure lines each featuring its own hero. Games were written in BASIC, but made use of Assembly routines to to display graphics.  Here started the first golden age of Italian IF.  It lasted for three years, from 1985 to 1987.  Edisoft's formula was imitated by a number of publishers, which is not surprising: in three years they sold about ten different collections of magazines totalling about sixty issues and over 170 games, mostly for the Commodore 64 but also for the Sinclair Spectrum and MSX, written by a collection of about ten authors. Quite a feat.

One of the most talented, fondly remembered, prolific, and quickest IF authors of all time was one of the "dirty ten".  His name is Bonaventura Di Bello (aka BDB), who wrote over seventy pieces in about a year.  I should add that about twenty more were conceived and written for Sinclair ZX Spectrum during the previous six months.  

BDB began on the Sinclair Spectrum after he being fascinated by Artic's Adventure A: Planet of Death.  He decided to try his hand at IF development and bought an authoring system, Gilsoft's The Quill, which came bundled to The Illustrator, an application that allowed authors to add images to their work.  Soon he had completed his first piece in Italian, Dimensione Sconosciuta (Unknown Dimension), allowing it to circulate freely, with his address on the splash screen. He even submitted his game to a competition hosted by a magazine named Load'n'Run.   Its first prize was a Sinclair QL, the most powerful of the Sinclair computers. He wasn't allowed to participate, but they offered him a fee to properly publish the game. In the meantime, and thanks to the free circulation, a publisher, Edizioni Hobby, contacted him because they needed a coder who could crank out three adventures every month for the Sinclair Spectrum.

In 1986 Edizioni Hobby started a magazine, Epic 3000, with three new games for Commodore 64 by Arscom and three for Spectrum by BDB.  It lasted seven issues, and then was replaced by two magazines, Explorer and Viking.  Arscom fled to another publisher while BDB remained to attend to the new projects. Explorer appeared in late 1986 with three games per month for the Commodore 64 and three for the MSX, and for the first seven issues these were portings of those he wrote for Epic 3000Viking came out in early 1987 with three games per month for the Commodore 64 and three for the Sinclair Spectrum, and these were totally new.  These two project lasted about a year each -- Explorer for twelve issues, Viking for eleven - but games were written for a twelfth issue of Viking.  This totals 69 different games plus three unreleased, each one ported to two machines.  Though the magazines eventually died, players loved them.  Indeed, Explorer and Viking lasted longer than any similar publication.

Let's look at these two magazines.  They weren't too elaborate but rather had a home-grown feel; there was little artwork.  However, they offered all a text adventure fan could want: IF reviews, sometimes hardware reviews, a few technical articles about authoring, introductions and solutions to bundled games.  Most importantly, they encouraged their readers to communicate with them, be it through phone calls or letters or the questionaires they included asking for feedback about players' preferences and thoughts.  They were open to ideas and collaborations.

BDB wasn't solely responsible for the many games.  There were some -- about ten -- collaborations.  Gian Paolo Gentili contributed most of all, but Max Di Bello, Adelaide Mansi, Nick Carpentieri and Lisa Serlini also participated.  Max Di Bello and Francesco Gasparro gave sometimes a little help in the tech department.  BDP followed the Arscom model, featuring well-defined heroes that could reappear in later adventures.  He gave life to about forty different PCs, of which most appreciated appeared in perhaps four or five games.  Every PC was tied to a genre, such as science fiction, horror, western, fantasy and so on.  If I had to compare his games to those of another author I would choose Scott Adams, only with better room descriptions and a generally less minimalist approach.  The games also featured graphics.  BDB had good design and writing skills that compensated for the intrinsic limitations of The Quill.  In fact, he used The Quill and The Illustrator for the Commodore 64 and Sinclair Spectrum, but adapted Colombini's Modulo BASE for the MSX - omitting the graphics.

Colombini was like a prezzemolo, as we say in Italy.  Prezzemolo, or parsley, we put everywhere, in every recipe.  In 1987 he released the third (still commercial) version of Avventura nel Castello for MS-DOS, distributed by Hi-Tech, while in 1988 the second edition of Avventure came out with a more powerful version of Modulo BASE and a new ambitious example game, L'Apprendista Stregone (The Sorcerer's Apprentice).

However, the glory days were almost over. After Viking went out of print nothing appeared to replace it; the Italian IF market was collapsing.  To release for the newsstand meant to work at a loss, and momentum seemed forever lost even outside Italy.  Infocom itself survived for only a couple more years.

The Dark Age (1989-1999)

The early 90's saw all the remaining software houses publishing to IF quitting the business -- Infocom, Level 9, Magnetic Scrolls, etc.  IF went out of fashion. Computer magazines weren't interested anymore.  The reign of the 8-bit machines came to an abrupt end with the arrival of the new 16-bits -- Amiga, Atari ST, IBM compatibles and so on.  The concept of shareware was spreading, and the World Wide Web slowly gained ground.

In Italy hardcore IF fans kept writing IF as a hobby.  Roberto Barabino is one of the authors who was active during this period, and is appreciated as a good writer and a good coder.  In 1991 he released a humorous piece for the Amiga, Ullisprick, as freeware and it passed from disk to disk as in the old days.

Some lucky players got their hands on the collections of IF games that came out in 1991 and 1992, The Lost Treasures of Infocom I & II and The Magnetic Scrolls Collection I. Meanwhile, rec.arts.int-fiction was created as well as the IF Archive, and in 1993 Graham Nelson released his specialized IF programming language, Inform, as freeware.

The late 90s were the years in which IBM compatibles and the Internet had their boom - at least in Italy. It started very well: in 1995 there was the first IF Comp, in 1996 Activision released the Masterpieces of Infocom CD.

During 1996 the Italian scene began to show some vitality: Colombini released Avventura nel Castello for PC as freeware and Barabino finished two titles, Alieni per Sempre (Aliens Forever) and Vanilla, written with Visual BASIC.  IF developers weren't very well-organized but in 1998 Ilario Nardinocchi nevertheless released out his translation of the Inform library into Italian.

A New Rise: the Italian IF Community is Born (1999-2003)

The Big Bang that would mark the beginning of a new era for Italian IF soon to followed.  During early 1999 the initiative of a few gave birth to a new IF community.  Simone Zanella created a website, IFItalia, with a specific aim: to collect and make available the Italian production of games, articles, walkthroughs, etc.  Months later, he was among the successful promoters of it.comp.giochi.avventure.testuali, the Italian IF newsgroup, and wrote its manifesto. Then came an IRC channel dedicated to IF.

The newsgroup was soon invaded by graphic adventure players whose concerns were of course off-topic, but they eventually found another group for their discussions.  icgat became the place where IF fans gathered to discuss ideas and start projects.  Two examples: the Avventura dell'Anno (Adventure of the Year) Award and Progetto Lazzaro (Project Lazarus).  The former was a prize given to the best game of the year and the latter a website managed by Sauron and devoted to the search for commercial games and magazines from the 80s with the purpose of preserving them.

Other important developments during 1999 and 2000 included the beta and first version of Giovanni Riccardi's Infit (another translation of the Inform library) and his translation of two example games, and two translations by Paolo Vece --  Adam Cadre's Gull manual for Glulx and Kent Tessman's Hugo Manual. There were also a lot of new games by new authors and a couple of new authoring systems: Paolo Lucchesi's MAC (Mystery Adventure Creator) and Colombini's Idra (Hydra).  Colombini also released one of his books, and all the bundled software, as freeware.

Throughtout the following three years the Italian IF community grew stronger and stronger.  Although Zanella stepped away from IFItalia because he lacked spare time and the website wasn't updated again until 2003, icgat worked like a charm.  Another shared project was the translation of the The Inform Beginner's Guide by Roger Firth and Sonja Kesserich; many people took part in it.  Vincenzo Scarpa was writing a book on authoring IF with Inform in which his annotations and explanations about the Ruins source were the main course.  The number of games written during those years steadily increased, reaching about fifteen games per year in 2002 and 2003.  In 2001 Colombini released another version of Avventura nel Castello, this one for the Apple ][, and its source as freeware.  In 2002 Francesco Cordella organized his first ORGC (One Room Game Competition).  In 2003 Riktik, using a CMS, revived IFItalia, which was hosted again in the same domain thanks to the kind initiative of Tommaso Percivale.  There was also the first title released for Roberto Grassi's From Hell project, which was an effort to stimulate the production of remakes/portings, giving new authors material to practice with.  Finally, during late 2003 Terra d'IF (IF-Land) #1 came out: this Italian IF webzine was another idea by Grassi.  Of course he found many contributors among icgat denizens.

Losing the Grip? (2004-2008)

Recent years have featured some ups and downs.

First of all the good news: many interesting projects and ideas took shape.  There were some translations, including the second edition of the IBG (2004); the third edition of the IBG (2006), entitled Guida a Inform per Principianti or GIP and translated by many authors; Guida a Inform-Glulx (2006) or GIG which included the Inform Release Notes, Gull and other texts and was translated by Marco Falcinelli and Paolo Vece; and Il "Bibbione di Glk" (The "Big Book of Glk", 2007) which included Andrew Plotkin's Glk API Specifications 0.7.0. and other texts and was translated by Lorenzo Marcantonio.  Vincenzo Scarpa released his book, Come Scrivere (e Giocare) delle Avventure Testuali in Inform e Glulx (How to Write (and Play) Text Adventures with Inform and Glulx, 2006).  In 2005 Rob Grassi announced a new Italian software house devoted to IF, Mondi Confinanti (Bordering Worlds) and the same year took second place in the IF Comp with Beyond (written in collaboration with Paolo Lucchesi and Alessandro Peretti), as well as two XYZZY Awards.  He also started a Google Group, rakontointeraktiva, about localizing IF-specialized programming languages.  Alessandro Schillaci produced some interesting software: JIF (2004), the SGW (Simple Glulx Wrapper) library and StorylandOS (2005), IFPEN (2007) and a beta of WIDE (2007).  The ORGC is also still there, solid as a rock.

But there was some bad news too: in late 2006 Terra d'IF died after just ten issues.  Progetto Lazzaro was temporarily frozen some years ago, and and still is today.  But worst of all, since 2004 the production of new games has dropped considerably.  Due to this, the Avventura dell'Anno Award is not given anymore. At least half of the community's recent production consists of one-room games; the Italian IF community really should write more IF nowadays.

Comps & Awards

There are two traditional events that capture Italian authors' attention: the Avventura dell'Anno (Adventure of the Year) Award, a prize given to the best piece of the past year; and the ORGC (One Room Game Competition), for games that take place in a single room of course.

Avventura dell'Anno was created by the initiative of IFItalia and icgat denizens in early 2000, and it lasted until 2004.  Hopefully it isn't gone forever.  Hosted by many dedicated individuals that did the dirty work, it worked this way: they nominated games through a thread on icgat and then sent votes by e-mail to the host.  The rating methods varied as years went by, as the award became more and more similar to the XYZZY Awards, with sub-categories, a ceremony on the #if IRC channel, and real prizes too.

Winners of the award:

1999    Non Sarà un'Avventura (It Won't Be an Adventure) by Roberto Barabino
2000    Uno Zombie a Deadville (A Zombie in Deadville) by Tommaso Caldarola
2001    Enigma by Marco Vallarino
2002    La Pietra della Luna (The Moon Stone) by Paolo Lucchesi
2003    Filaments by JB Ferrant (Italian translation by Marco Totolo)

The One-Room Game Competition arose from an idea which struck Francesco Cordella in 2002 while playing Andrew Plotkin's Shade.  His first reaction was to write a game, L'Avventura del Ciclope (Cyclops Adventure); then an article; finally, he thought about a competition.  He hosts this comp on his blog, L'Avventura è l'Avventura (Adventure is Adventure) . He sometimes gets some help by others, especially when he enters a game of his own.  The first ORGC took place in 2002.  Since then only one year has been missed, 2004, due to a postponed deadline.  Competition rules have stayed almost unchanged from the beginning, except for a major variation in 2003, admitting games written in any foreign language.

Winners of the competition:

2002    L'Artificiere (The Artificer) by Paolo Lucchesi, Sting1, Percy
2003    Il Barile di Amontillado (The Barrel of Amontillado) by Marco Dattesi
2005    L'Armando by Andrea Rezzonico
2006    Final Selection by Sam Gordon
2007    Suveh Nux by David Fisher

Authoring Systems

Italian developers wrote a number IF authoring systems or editors supporting, but the truly important ones, which allowed authors to build really good games, were few: Enrico Colombini's Modulo BASE (BASIC Module), Idra (Hydra) and Paolo Lucchesi's MAC (Mystery Adventure Creator).

Let's start with the beloved Modulo BASE.  His first version came out in 1985.  As the name suggests, it isn't a system but a module written in BASIC that provides a framework for would-be Italian IF authors.  Its merits shouldn't be underestimated; it showed newbies how a program like these works, the inner secrets of adventure games.  It is well-designed, simple and flexible.  And It came with some great documentation -- two books worth -- explaining all the tricks.  Although it didn't give authors a complex world model and featured only a two-word parser, it was a good starting point for developers because they could build upon it.  Do you need a three-word parser? No problem, a coder could put Colombini's routines to good use, modify this, add that and there you go.  The first version featured short room descriptions, similar to those by Scott Adams, but hackers could easily modify this too.  In 1988 its author released a second version written with GW-Basic for MS-DOS with some major changes.  Messages (nearly all the text) were put in an indexed text file and authors could insert common commands between text chunks -- a sort of embryo programming language.  The new tool borrowed a few ideas from the Infocom games, such as room description management. In 1999 both versions, with example games and one book, were released as freeware.

Paolo Lucchesi's MAC for DOS, Windows and Linux systems appeared in 2000. It's a simple scripting language (sources can be compiled) that allows the creation of old-school IF.  Lucchesi was inspired by Brian Howart's Mysterious Adventures and Gilsoft's The Quill.  No structured world model yet but the parser understands up to four-word commands.  MAC supports .png graphics regarding rooms and messages with some restrictions in the allowed image size and color palette.  Four standard definitions files that contain predefined verbs and system messages in two languages, English and Italian, are provided.  Despite authors complaining about a few design oddities that could be improved, the language was used to write about a dozen titles in Italian between 2000 and 2003, which isn't bad at all.

In 2000 Colombini brought out another freeware tool, Idra, written with HTML/Javascript and designed to create hybrid games that resemble text adventures or simple Choose Your Own Adventure-style games but make use of a point-and-click interface.  With this tool developers can build applications which don't qualify as "games"; in fact it is used mainly outside the Italian IF community.

Of course Italian authors are also able to write IF with a specialized programming language, Inform, and another well-known English tool, ADRIFT, thanks to the effort of a few dedicated individuals who translated libraries and files.

Regarding Inform: the first translation was released in 1998 by Ilario Nardinocchi, who mantained it till 2002.  His translations continued through the Inform 6/10 English library.  Giovanni Riccardi released the first version of his translation, Infit (Inform in Italiano), in 2000.  His latest release was Infit 2.5, which appeared in 2004.  It supports Glulx and the English Inform 6/11 library.  Inform 6 with Glulx is by far the most highly-regarded system among Italian IF authors.

Throughout 2004 Roberto Grassi worked on producing an Italian version of ADRIFT.  His latest release is version 1.5, and he has also found the time to write three tutorials on the system.

Today much is going onbehind the scenes.  Roberto Grassi is again attending to an ambitious project: a translation of the Hugo library.  Giancarlo Niccolai is going to build an IF engine with Falcon, his recently-devised programming language.  Giovanni Riccardi once said he would like to rewrite Infit from the ground up and is having a at the Inform 7 library... Well, time will tell.

Remarkable Games

Alieni per Sempre (Aliens Forever) by Roberto Barabino.
Avventura nel Castello (Castle Adventure) by Enrico Colombini and Chiara Tovena.
Beyond by Mondi Confinanti (Roberto Grassi, Paolo Lucchesi and Alessandro Peretti).
Cosmic Adventure by Davide Orlandi.
Enigma by Marco Vallarino.
Flamel by Francesco Cordella.
Forma Mentis by Paolo Maroncelli.
Il Barile di Amontillado (The Barrel of Amontillado) by Marco Dattesi.
Il Mistero di Rocca Ventosa (Rocca Ventosa's Mystery) by Lorenzo Carnevale.
Il Mistero di Villa Revoltella (Villa Revoltella's Mystery) by Michele Susel, Liviano and Lorenzo Mos.
Il Principe dei Ladri (Thieves' Prince) by Riktik.
Kazan by Francesco Cordella.
La Pietra della Luna (The Moon Stone) by Paolo Lucchesi.
L'Apprendista Stregone (The Sorcerer's Apprentice) by Enrico Colombini and Chiara Tovena.
Little Falls by Mondi Confinanti (Alessandro Schillaci, Roberto Grassi and Enrico Simonato).
Lo Scarafaggio (The Cockroach) by Carcosa Edizioni (Fra Enrico and Kewan).
Natalie by Fabrizio Venerandi.
Non Sarà un'Avventura (It Won't Be an Adventure) by Roberto Barabino.
Schizo by Tommaso Caldarola.
Terry Jones - L'Occhio del Condor (Condor's Eye) 1 & 2 by Bonaventura Di Bello.
Uno Zombie a Deadville (A Zombie in Deadville) by Tommaso Caldarola.
Vanilla by Roberto Barabino.
War Mage by Giancarlo Niccolai.

Italian IF links

IFItalia (archive)
Informazioni (programming language - I6 translation)
Terra d'IF (webzine)

Alessandro Schillaci's website
Bonaventura Di Bello's blog
Enrico Colombini's website
Francesco Cordella's blog
Giancarlo Niccolai's blog
Marco Vallarino's website
Paolo Lucchesi's website
Roberto Grassi's website
Tommaso Caldarola's website

Acknowledgements

I'd like to thank a bunch of people whose writings helped me in various ways:
Back to Table of Contents

An Interview with Enrico Colombini (conducted by torredifuoco)

In 1982 Enrico Colombini wrote and sold the first text adventure in Italian, Avventura nel Castello (Castle Adventure), for the Apple ][.  In 1985  he published two books about writing text adventures which were hugely successful in popularizing the genre.  Along with the books came a tool written in BASIC, named Modulo BASE (BASIC Module), and more games: L'Astronave Condannata (The Doomed Spaceship) and L'Anello di Lucrezia Borgia (Lucrezia Borgia's Ring), for five different microcomputers.  Later, in 1988, he revised one of his books and made Modulo BASE more powerful.  A new game for MS-DOS, L'Apprendista Stregone (The Sorcerer's Apprentice), showed off the new features.  He developed another small example game, Il Drago delle Caverne (Cave-Dragon), for a course in BASIC in 1989.  These programs were updated and refined until 1999, when they were released as freeware along with the book Avventure per MS-DOS (Adventures for MS-DOS).  In 2000 he released another tool, Idra (Hydra), for writing Choose Your Own Adventure-style games in JavaScript.  In short, he's a living legend, but don't mention that to him or he will scold you.

torredifuoco: Enrico, I wrote a short introduction but it isn't enough. Could you tell the readers a little about yourself?

Enrico:  As a teenager, I guess I could be classified as the quintessential nerd: from Meccano to electronics, I was in full control of technology... and of little else. I read a lot, though, so I had the seeds of my redemption in me. Now I'm married, we have a son and I just lead a quiet life: I've always been a quiet type, but I never ceased being a nonconformist and an idealist, whatever the price (and it can be quite high, at times). I'm sitting at my desk, but my mind is still adventuring out there, as always. What never ceases to amaze me is that, of the many things I designed in electronics, software and publishing, only adventure games survive in the collective memory: they probably happened to be born at the right time (I suppose there's a humbleness lesson in that).

torredifuocot: People still remember you today mainly because of Avventura nel castello, even outside of Italian IF circles. Let's talk about it. How did you decide to write your first text adventure? I'd like to hear about the design phase, too. You credit your wife, Chiara, as co-author... Lastly, why did you choose a (Scottish) castle? Can you recall any source of inspiration?

Enrico: As I wrote (in Italian) on my site, the inspiration came from Adventure, i.e. The Colossal Cave, more exactly from the 350-point 1980 version we played on my brand new (well, new for me, but actually quite used) Apple ][.

We (Chiara, my friends and I) played it a lot: it was fascinating and, above all, it was something utterly new. However, the "no save" feature was irritating; I couldn't get around it by copying the save file between game sessions, because the disk was protected, so I decided to look into it. I wrote a primitive disk analysis utility ("DAN"), found out the protection system (it was just a different sector coding scheme), removed it and added the save/restore commands. I also had a look at the code, of course, but I wasn't particularly impressed with what I saw.

More or less at this point we said "This idea is great, why don't we do something like it in Italian? We can do it better". So the design phase started.
Now, "design phase" is a rather pompous expression: in fact, we just thought about it from time to time, came up with ideas and discussed them. That's my standard way of designing when I'm not under pressure, and it usually works well because my subconscious mind does all the work: I just have to be patient and wait for the results. Chiara had an important role in the design: she discussed, corrected, often rejected my ideas, besides of course contributing with original ideas of her own (we can't really remember which one of us had which idea).

As soon as we had a minimal map and some puzzles in place, I started coding in the evenings. I was the coder, because Chiara wasn't really interested in programming on personal computers (she worked in assembly language on microprocessors at the time).

The first program was rather primitive, sort of many big IF...THEN...ELSE with just PRINTs for output, but it worked and it was promising enough to push us forward. We went on for a couple of months adding locations and puzzles, until I hit the memory barrier: the texts filled the 48 kB (actually, rather less in practice) available on my Apple ][.

So I learned to effectively use the floppy disks and moved all texts to an indexed file to free RAM, then redesigned the program to be more table-driven and, generally speaking, saner. As a side-effect of the program's growth, I encountered two new problems: the extreme slowness of BASIC's garbage collection (it could hang the machine for many minutes at unpredictable times) and the relatively long time it took to look for a word (parsed from user input) in the dictionary. So I did a good thing and a bad thing.

The good thing was studying the insides of Applesoft BASIC and reading around a lot, which lead to a simple but very effective way of partitioning strings in two areas: "collectable" and "non-collectable". As the vast majority of the strings were constant, this approach did away with the garbage collection problem completely.

Of the bad thing I did I'm still a bit ashamed: having had no exposure to computer science and algorithms, I was naively doing a linear search. A simple binary search would have solved the problem with minimal effort but, being unaware of it at the time, I did what I knew how to do: I recoded the linear search in assembly language. It worked, of course, but it's still a dark stain on my (otherwise almost decently clean) programming history scroll.

The game progressed and evolved, design and implementation going hand-in-hand, and a few more months went by while new ideas and puzzles were added. We certanly had many sources of inspiration, first of all the large number of games I played: I'm sure some ideas were stol... er, inspired by early adventure games, but it's difficult to remember what came from what (for example, somebody pointed out the similarity of the plane-crashing introduction with Cranstor Manor, which I vaguely remember playing, but I've no idea when I played it).

The "graphic" fall from the plane came from Adventure's chasm, of course, while the maze was patterned after that of Umberto Eco's The Name of the Rose; being tired of senseless mapping, I had long been thinking about a non-conventional maze and the library in that book gave me the right idea. Speaking of non-conventionality, the whole game was designed to be a challenge to "standard" ways of problem-solving in games (such as: "go and kill 'em all") and we're rather proud of the results.

Testing played a very important role too: during many months, I looked at friends playing and took note of everything they wrote, however strange or unexpected (especially if strange or unexpected!) then added most of it to the game. I think this should actually be considered part of the design: in fact we were using other people's minds in addition to our own.

About the choice of a Scottish castle background, I really have no idea: perhaps it was the influence of Stevenson's books, or Poe's, or some gothic novel... but when (many years later) we actually went to visit the wonderful country of Scotland, we were happy to realize that we'd been rather accurate in our settings.

torredifuoco: You managed to sell Avventura nel castello, you're one of the few Italian authors who made some money with this kind of software. I know you began by selling it yourself (and this reminds me of Roberta & Ken Williams). What problems did you face? Was it hard to find a software house, later? Could you inform readers about the Italian software market in the 80s? Your game had a long life: three commercial editions, and the third was for MS-DOS. At the end of it, did you get rich?

Enrico: At the beginning, it was just a favour a couple of friends did me: they had this computer shop (possibly the first one in my town) where we exchanged knowledge and tools, and they sold... well, they sold 12 copies around the end of 1982, according to my records.

Next year, the publisher I had begun writing technical articles for (Gruppo Editoriale Jackson) started a software marketing division (J.Soft), so I was able to propose them a couple of games, including Avventura nel castello (which had just won 1st prize at the first Italian computer game contest, Computer Play 83).

With the support of their computer magazines, they sold about 600 copies and, more importantly, managed to reach an agreement with Apple Computer Italy to have the games bundled with the new Apple //c, so a lot of people was able to play them. The other two games (my board game Melopoli and a friend's well-designed strategy game, Signori della Galassia [Lords of the Galaxy]) made a less-lasting impact, though.

The software business didn't prove to be a stellar success, due to hostile conditions in Italy, i.e. few computers around, lack of technical culture, and widespread piracy (often done in full daylight by the resellers themselves and sometimes tolerated if not encouraged by some hardware vendors - Commodore comes to mind).

I still hoped to be able to live by designing and selling games, but it proved to be impossibile. In the meantime, other countries were starting a real computer game industry; I even made a half-hearted attempt to contact a French publisher, but to no avail (I've never been good at marketing).

The nail in my ambition's coffin came when Apple declared it wanted no games for the Macintosh (I was developing one at the time). I continued to earn my bread (and butter too) with computer courses and encyclopedias; as for the games, alas, I had to content myself with playing them, usually on the IBM-compatible PC that was fast becoming the new standard after Apple's marketing suicide (but this is another story).

Anyway, I wanted people to be able to play my games, so I made an MS-DOS version. It was a complete redesign, based on a specialized language I had been designing, and it taught me a lot. For example, I learned that using a specialized language to write IF is not necessarily a good idea, at least when the author is also a decent programmer (later, I got much better results by using a hybrid approach).

Ah, the MS-DOS version sold about 100 copies through Hi-Tech (for which I was writing on a magazine for Apple users); a much, much larger number of copies was undoubtely pirated, but at that point I cared more for diffusion than for income.

About getting rich... well, I made millions! Unfortunately I got the timing wrong: the Euro wasn't there yet, so they were million liras, to be scaled by about a 2000:1 factor. But, technically speaking, text adventures made me a millionaire.

You mention Roberta & Ken Williams: they were undoubtely pioneers, and I enjoyed some of their early graphic adventures, but the IF authors I loved were in the Infocom camp, Steve Meretzky above all but many others also (by the way, Enchanter gave me the basic idea for L'Apprendista Stregone).  Most of their adventures had good stories, good prose, good ideas and good care of detail. It was good, while it lasted.

torredifuoco: After your first game, you hit bookstores with two books, Avventure (Adventures) and Scrivere un gioco d'avventura (Writing a Text Adventure Game). The first included an audio tape or diskette with three programs: two example games (L'Astronave Condannata and L'Anello di Lucrezia Borgia) and the tool you used to write them (Modulo BASE). It was quite a plain tool and you chose BASIC. Did you have a model in mind, i.e. Scott Adams' adventures? Did you look for a wider audience? Now I can say you had a deep impact on (nearly all) Italian IF developers: everybody strove hard to add features, and someone (i.e. Bonaventura Di Bello) even sold games which had your tool as backbone.

Enrico: Actually, the title I requested was Imparare il BASIC scrivendo avventure (Learning BASIC by writing adventures) but my publisher didn't like it and publishers are always right (I mean, their checkbook is). The idea was... well, self-explanatory: programming was pleasure and no degree was needed to learn it.

The only model I had in mind was the engine of Avventura nel castello; Scott Adams' interpreters were designed to save every bit of RAM in really small machines, while I worked in comparative luxury and had no such need for data compression. However, my engine was too complex for beginners to handle and for me to explain in a decent way, so I made it simpler by cutting off features; for example, objects couldn't have states anymore (e.g. a bone that could be whole or broken), but had instead to be replaced by a different object (a whole bone, a broken bone).
 
To my amazement, the 'reduced' engine proved in some respects better than the original, and certainly easier to use. Redesigning after a bit of experience can yield better results, especially when the aim is to distill and preserve the essence, discarding redundant junk.

Later, the second version of Modulo BASE reintroduced some useful concepts, such as indexed files on disk and a few (often-used) commands embedded in messages, reaching a good balance (as I see it) between power, flexibility and ease of use.

Most people, however, were contented with the capabilities of the first version. It was simple code (at places rather primitive), but I had thought about the underlying concepts for years, so it was an useful tool. Others, such as Bonaventura Di Bello you mentioned, exploited it to the core and beyond: one Sunday morning he called me (waking me up) asking, if I remember well, how to ease some of the program's intrinsic limits (for example, the maximum number of different words, which wasn't as simple as it sounds). Version 2 didn't exist yet, so I gave him some suggestions that he put it to good use: he released a string of acclaimed games for the newsstand, some of which used my tool. At last, that's how I remember it; I hope I'm not confusing him with another power user... you know, old age and all that... I'm sure about the phone call, though :-)

About Modulo BASE, the program had a simple 2-word parser but I still think, after all these years, that a more complete and 'realistic' parser and world model don't necessarily imply more enjoyable games, even if they would certainly be more interesting from an AI (artificial intelligence) perspective and in view of (always-almost-here-but-never-quite) real speech recognition. I feel that's very easy to fall in love with technology and forget playability.

torredifuoco: L'Apprendista Stregone is your favourite, and I like it very much too. It's an ambitious work though you claim you wrote it in a fortnight. Did anybody help you? You had it well planned in advance, right? I guess you had a deadline you couldn't miss: do you work better under pressure? It has an iffy vibe I can spot also in your previous example games: you paid particular attention to the story. What about characters (human or not) and setting? Where did you find the magic system idea?

Enrico: Chiara contributed, as usual; her classical knowledge was very useful, even if I too know, er, should know, a tiny bit of Latin (but, sadly, no Greek). Choosing appropriate names for the spells was an amusing exercise.

The claim that it was written in a fortnight is true... the trick is in the "written". The design took much longer, as usual: we let ideas float and slowly take form, not unlike crystals (with or without flaws, it's for the players to decide).

The forest, for example, came from a trip to Saltzburg: we admired it while comfortably traveling by coach, and wondered about it. On the other hand, we carefully avoided putting in the game the incongruous gnome-miner that sat in the famed salt mines of that beautiful town. I suppose he's there for American tourists to admire, or at least I hope so. But I digress.

The not-to-be-missed deadline suddenly appeared when my publisher asked me to add something for the new edition. I really cared to see L'Apprendista Stregone published, so I put in long hours for a couple of weeks.

I don't know if I actually work better under pressure: the only sure thing is that I work more ;-)

The magic words idea was unashamedly lifted from Infocom's Enchanter, but left for the player to discover, while the narrative approach was of course a design choice: I wanted people to enjoy the story and the settings without having to draw complex maps or to solve fiendish puzzles. The challenges I chose to put in were mostly of the 'lateral thinking' type and I'm quite satisfied of the result, even if I'd have liked some extra time for refinements (but then I'd surely have asked for more).

For the main characters, the old mage Artemio and his young apprentice (the player), I can think of no definite source; it's a common theme, after all. But we had fun placing ourselves in the game, even if there's little resemblance with the originals: for example, Chiara does not do fortune telling but writes programs... uhm, actually, now that I think of it, unpredictabilty plays a big part in both jobs. As for myself and the illusionist... after all, games are a sort of illusion, aren't they? By the way, my math professor scolded me for dropping out of the University, so I made her do the same in the story, disguised as an old wizard.
Lastly, I liked the name I chose for 'my' character, so I adopted "Erix" as my signature on the Net, in those misty pre-Web times, and I'm still happily using it.

torredifuoco: With Idra you steered the wheel towards CYOAs. Could you briefly introduce this tool to readers? Why did you develop it? You didn't release any CYOA, indeed the two examples included in the package are by other authors. I can assume you like this form, and maybe you read similar books in the past or shared this liking with friends.

Enrico: I'm not sure about Idra being exactly a Choose Your Own Adventure tool: it can certainly be used to that effect (in fact, it's the easier way to use it) but, in the hands of a good programmer, it could be quite flexible. I wished to write a complex adventure to show off its capabilities, but that implied complex planning... and time... and resolve... in short, I never got around to do it.

Idra was born from a question: does most people avoid text adventures because they have no wish to read, or because they have no wish to write? So I wrote a simple HTML/Javascript tool that, in a sense, emulated point-and-click graphic adventures, but with no graphics.

The results, I should say, were inconclusive: yes, more people accepted to play the games (as compared to people willing to play text adventures where writing was required), but on the other hand they were easily bored by long texts (I should say, by non-infinitesimal texts). So, in the end, it must be a combination of factors (like having grown up with more books than TV) that controls interest in the written page, be it a book or a game.

By the way, the first time I encountered a Choose Your Own Answer book, it wasn't a game at all. I still have it: it's an "Introduction to genetics" from the Tutor series, 1967 (a few years before the WWW craze...). It posed a question and redirected the reader to another page according to the answer, to explain the mistake or to reinforce the learning. It was well designed.

Much later I bought game-books and found their design rather disappointing and primitive... even if I played them anyway :-)

Back to Idra, I recently started another project: a full DHTML/CSS engine for writing text adventures, with a few interesting twists and a more "pseudo-graphical" approach. I learned DOM and CSS, wrestled with compatibility problems for a couple of months, wrote a library, proved beyond doubt that it was feasible... and then I abando