Two years ago I played, enjoyed, and wrote about John Baker’s all-but-forgotten John’s Fire Witch. And last summer, I had the pleasure to play Ryan Veeder’s Curse of the Garden Isle within days of its release. In the year since, I realized I’ve mentioned the game again and again in different contexts to friends and colleagues as a wonderfully accessible and rewarding example of modern parser-based interactive fiction, a real stand-out work. And yet, I have seen essentially no other mention of it online, not even within dedicated IF discussion spaces. Let me try to help rectify this, examining why I find it a quiet exemplar of the form.
This review coaxed me to start playing the game.
I really appreciate this review! I’ve kept myself quarantined to mostly
Twine-style clicker fiction—though I’ve sampled stuff like “Everybody Dies”
and “Lost Pig”. But this review got me really intrigued, so I’ve started
playing Curse. I’ve found it very simple to get into.
I like that you can
type anything you want for the first few scenes and you gradually work your
way into the story. Wresting the parser is (I’m sure) always an accessibility
problem you deal with in IFTF, yes?
[A] very minor but still noteworthy facet of its in-browser
presentation: the
static text that appears around the main gameplay pane, linking permanently to
helpful resources (including that Googel map), and in particular the text
parser tips displayed in the lower left margin. Its just a short bullet-list
of the most common parser IF commands, readable in a few seconds. But thats
the thing: I cant think of another modern parser game with a browser-play mode
that bothers to offer a tiny cheat-sheet like this, even though many might
link to longer-winded how to play IF guides.
So I made the poor decision to start playing on a phone while I was waiting
somewhere—and it worked great! I was kind of relieved that the game didn’t use
Parchment or some standard theme—just because I like that it has its own look.
(Although it seems that most highly-rated interactive fiction does this.)
Also, having been to that island before, it was nice to know the rough
directions and envision the map mentally while I played. I’ve never experienced
that before—it helped me stay aware of where I was without any effort.
Anyways—I also like that your IF reviews are tagged. I’m going to keep an eye
on this tag and post further on /en/games when I
finish Curse.
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Reply: Curse of the Garden Isle
This review coaxed me to start playing the game.
I really appreciate this review! I’ve kept myself quarantined to mostly Twine-style clicker fiction—though I’ve sampled stuff like “Everybody Dies” and “Lost Pig”. But this review got me really intrigued, so I’ve started playing Curse. I’ve found it very simple to get into.
I like that you can type anything you want for the first few scenes and you gradually work your way into the story. Wresting the parser is (I’m sure) always an accessibility problem you deal with in IFTF, yes?
So I made the poor decision to start playing on a phone while I was waiting somewhere—and it worked great! I was kind of relieved that the game didn’t use Parchment or some standard theme—just because I like that it has its own look. (Although it seems that most highly-rated interactive fiction does this.)
Also, having been to that island before, it was nice to know the rough directions and envision the map mentally while I played. I’ve never experienced that before—it helped me stay aware of where I was without any effort.
Anyways—I also like that your IF reviews are tagged. I’m going to keep an eye on this tag and post further on /en/games when I finish Curse.