{"id":334,"date":"2009-09-07T16:09:11","date_gmt":"2009-09-07T22:09:11","guid":{"rendered":"http:\/\/www.superdoomedplanet.com\/blog\/?p=334"},"modified":"2011-01-02T10:35:05","modified_gmt":"2011-01-02T16:35:05","slug":"the-bryant-collection","status":"publish","type":"post","link":"http:\/\/www.superdoomedplanet.com\/blog\/2009\/09\/07\/the-bryant-collection\/","title":{"rendered":"The Bryant Collection"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" src=\"..\/blogpics\/200907\/bryant.jpg\" height=\"250\" width=\"250\" class=\"alignright\" alt=\"Cover Art\" \/><\/p>\n<p>I haven&#8217;t reviewed any interactive fiction here in a while, partly because it&#8217;s hard to make myself write much of anything, but also because I go through phases where I&#8217;m interested in it and phases when I&#8217;m not. In recent years the &#8220;interested&#8221; phases have coincided with the yearly IF competition but recently I played <a href=\"http:\/\/ifdb.tads.org\/viewgame?id=no3imuno2uq7aexi\">Gregory Weir&#8217;s <cite>The Bryant Collection<\/cite><\/a>.<\/p>\n<hr \/>\n<p>Gregory Weir released <cite>The Bryant Collection<\/cite> on April Fool&#8217;s Day, 2009 <a href=\"http:\/\/ludusnovus.net\/2009\/04\/13\/on-the-bryant-collection\/\">and regretted it in the morning<\/a>. A lot of people assumed the game was a joke. (It was a while before I got around to playing it myself. April Fool&#8217;s jokes spring from unfunny people concocting a forced semblance of comedy out of a misplaced sense of obligation. I&#8217;ve never seen an April Fool&#8217;s joke that made me laugh, or feel anything but tired.)<\/p>\n<p>Still, April 1st wasn&#8217;t a totally inappropriate release date. <cite>The Bryant Collection<\/cite> is the IF equivalent of <a href=\"http:\/\/www.amazon.com\/Perfect-Vacuum-Stanislaw-Lem\/dp\/0810117339\/ref=sr_1_1?ie=UTF8&amp;qid=1249853636&amp;sr=8-1\">Stanislaw Lem&#8217;s reviews of nonexistent novels<\/a> or <a href=\"http:\/\/www.amazon.com\/Lint-Steve-Aylett\/dp\/B001G8WLJS\/ref=sr_1_2?ie=UTF8&amp;qid=1249853559&amp;sr=8-2\">Steve Aylett&#8217;s biography of an imaginary SF writer<\/a>. The conceit is that, at a garage sale, Weir came across the personal effects of Laura Bryant, a distant cousin about whom no one knew much except that she&#8217;d spent her career as a middle school English teacher. In her spare time Bryant wrote &#8220;story worlds,&#8221; pages of notes resembling a <a href=\"http:\/\/en.wikipedia.org\/wiki\/Role-playing_game\">role playing game scenario<\/a>: one person described the situation in the story world, the second described an action, and the first person consulted the notes for a response.<\/p>\n<p>And, hey, darned if the syntax Bryant used for her story worlds wasn&#8217;t suspiciously similar to the <a href=\"http:\/\/inform7.com\/\">Inform 7 interactive fiction language<\/a>! So we have five games in one, supposedly adapted from Bryant&#8217;s story worlds: two environments (&#8220;Going Home Again&#8221; and &#8220;The End of the World&#8221;), two conversations (&#8220;Morning in the Garden&#8221; and &#8220;Undelivered Love Letter&#8221;), and a puzzle (&#8220;The Tower of Hanoi,&#8221; which is not really a <a href=\"http:\/\/mathworld.wolfram.com\/TowerofHanoi.html\">Tower of Hanoi<\/a>).<\/p>\n<p><!--more--><\/p>\n<p>&#8220;Going Home Again&#8221; is the kind of thing novice IF authors write when they&#8217;re learning a language: a simulated house, a few objects per room with basic descriptions to read, and nothing to do but look. Thirty seconds and you&#8217;ve seen everything. &#8220;The End of the World&#8221; organizes the text by time instead of space: you&#8217;re not examining objects but witnessing a series of events in a single location. The Player Character (PC) has a few objects to manipulate, but no ability to change the outcome of the game. Weir is more interested in creating a mood; in the midst of an apocalypse, the PC&#8217;s focus on, and enjoyment of, his lunch&#8212;an ordinary lunch, but the last he&#8217;ll ever eat&#8212;is almost a <a href=\"http:\/\/www.dailybuddhism.com\/archives\/903\">koan<\/a>.<\/p>\n<p>Of the conversations, &#8220;Morning in the Garden&#8221; (in which Eve is tempted by the serpent) appears more limited but is ultimately more satisfying: the PC&#8217;s responses are limited to YES or NO, but the choice matters. &#8220;Undelivered Love Letter,&#8221; about a man&#8217;s final meeting with his ex-girlfriend (named X, appropriately), is a freeform conversation using the ASK and TELL commands familiar to IF players, and you&#8217;d think it would be wide open&#8212;but it&#8217;s almost impossible to come up with a question that provokes any response from X. Most players&#8217; experience of &#8220;Undelivered Love Letter&#8221; will be a series of awkward pauses. Which might be appropriate.<\/p>\n<p>&#8220;The Tower of Hanoi&#8221; is a clever puzzle with only to barest wisp of story to provide context. As in &#8220;Undelivered Love Letter&#8221; there were moments when I couldn&#8217;t figure out what to type&#8212;not because I didn&#8217;t know what to do, but because I simply couldn&#8217;t figure out what command would get the PC from one room to the next. It&#8217;s a convention of interactive fiction that the player moves the PC by typing compass directions. This bothers some people&#8212;who in reality has such an infalliable internal compass? But struggling with &#8220;The Tower of Hanoi&#8221; is an object lesson in why, in this case, IF needs to break with reality. First, it&#8217;s quicker to type N (for north) than GO TO THE SHED. This might seem a small thing, but it&#8217;s a major annoyance when you&#8217;re trying to play the game on <a href=\"http:\/\/code.google.com\/p\/iphonefrotz\/\">the tiny virtual keyboard of an iPod Touch<\/a>. More important, the convention means a player who just wants to move around <em>will never have to wonder what to type<\/em>. At one point in &#8220;The Tower of Hanoi&#8221; I had to consult a walkthrough to get from one room to the next&#8212;the command that took me to one room wouldn&#8217;t take me back in the other direction!<\/p>\n<p>Taken in isolation, these games are slight, and have occasional problems. But <cite>The Bryant Collection<\/cite> isn&#8217;t really about the games. It&#8217;s about Laura Bryant.<\/p>\n<p>Each &#8220;story world&#8221; is dated to the year it was written, and before each game begins the player is shown a quotation supposedly taken from one of Bryant&#8217;s letters. &#8220;The Tower of Hanoi&#8221; (1978), for instance, begins with &#8220;It seems to me that however hard people try to protect something, there&#8217;s always someone willing to try harder to take it away.&#8221;<\/p>\n<p>The juxtaposition of the story worlds, the dates, and the quotations from Laura Bryant&#8217;s letters encourages the reader to draw connections between the stories and her life. The earliest story world is &#8220;Going Home Again,&#8221; about a student returning from college. Was it written when Laura returned home from college herself&#8212;is this her parents&#8217; home? The accompanying quotation reads &#8220;I had some men come to cut down that big dead tree in the front yard today. It was an eyesore, but now I&#8217;m sorry to see it gone.&#8221; These are the words of a home <em>owner<\/em>&#8212;did Laura eventually return home to stay?<\/p>\n<p>&#8220;Morning in the Garden&#8221; (&#8220;When it comes to any temptation, the guilt afterward is never as bad as the longing beforehand&#8221;) was written just one year before &#8220;Undelivered Love Letter&#8221; (&#8220;The weird thing is that even though I thought it would never stop hurting at the time, now I just look back and miss that pain&#8221;). Was Laura tempted by a lover, who then left her? Could the woman in &#8220;Undelivered Love Letter&#8221; be a self portrait?<\/p>\n<p>&#8220;The End of the World,&#8221; from 1982, is the latest story world, and the quotation reads &#8220;It&#8217;s tough knowing that it&#8217;s coming. But I think I&#8217;ve made peace with it. Children are supposed to outlive their parents, right?&#8221; It&#8217;s easy to imagine Laura creating this vision of utter collapse&#8212;the end of everything, cities vaporized&#8212;as an outlet for her grief. In this light the PC&#8217;s last meal gains new significance. It&#8217;s the kind of lunch a mother would pack for a child.<\/p>\n<p><cite>The Bryant Collection<\/cite>&#8217;s major flaw is a lack of closure. Once you&#8217;ve made their way through every story world&#8230; nothing else happens. You&#8217;re dumped back into the same central space, looking at the same box of posessions. The game doesn&#8217;t really end, and it&#8217;s easy to feel you&#8217;ve missed something. A proper ending might have tied the game together and encouraged players to look at <cite>The Bryant Collection<\/cite> as a whole. It doesn&#8217;t matter that these story worlds are one-note games. <cite>The Bryant Collection<\/cite> is an exploration of context. The real story is told in the gaps between the story worlds. It&#8217;s a portrait in negative space.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I haven&#8217;t reviewed any interactive fiction here in a while, partly because it&#8217;s hard to make myself write much of anything, but also because I go through phases where I&#8217;m interested in it and phases when I&#8217;m not. In recent years the &#8220;interested&#8221; phases have coincided with the yearly IF competition but recently I played &hellip; <a href=\"http:\/\/www.superdoomedplanet.com\/blog\/2009\/09\/07\/the-bryant-collection\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">The Bryant Collection<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[21],"tags":[203,23],"class_list":["post-334","post","type-post","status-publish","format-standard","hentry","category-games","tag-games","tag-interactive-fiction"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/posts\/334","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/comments?post=334"}],"version-history":[{"count":1,"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/posts\/334\/revisions"}],"predecessor-version":[{"id":571,"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/posts\/334\/revisions\/571"}],"wp:attachment":[{"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/media?parent=334"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/categories?post=334"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.superdoomedplanet.com\/blog\/wp-json\/wp\/v2\/tags?post=334"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}