THE REMAINS OF THE GAME reflections on shrapnel [Do not read this essay unless you've played the game. It's jam-packed with spoilers.] Like Photopia, the initial inspiration for Shrapnel was a Canadian movie -- this time it was THE HANGING GARDEN, a film not quite in THE SWEET HEREAFTER's league. There's a bit in THE HANGING GARDEN where the protagonist commits suicide at age 15. But in the main timeline of the film, he's in his late 20s. He strolls the grounds of his parents' house chatting with people and in the background his adolescent corpse is dangling from a tree branch. I knew right then that this was a gimmick I would have to use in an IF game. You step into the deathtrap, see the *** You have died *** message, "restart", and try again -- only this time, your corpse is there to remind you of your past mistake. Okay. So, I had a hook. Unfortunately, I had nothing else, at least not yet. What to hang on that hook? Well, how about a mystery game? I'd wanted to try different genres, and it seemed like it might be fun to do a mystery. I thought of a Murder on the Orient Express sort of thing, where you're a detective trying to solve a crime, and you're cooped up with the suspects, and they *all* did it, and they keep trying to knock you off in different ways. Drink the wine, and you're poisoned. Wander out back, and you get shot. Something like that. Fine. A reasonable starting point. Two questions, though: why would a bunch of different people have wanted to see this victim dead, and what is the detective doing there? One way you might get a whole bunch of people all trying to kill you would be to be an abusive parent with many children. I saw FESTEN (translated as THE CELEBRATION) around this time, in which the child of a respected patriarch takes advantage of his 60th birthday party to confront him with the years of abuse that led his sister to kill herself. This sort of approach seemed very promising, in that it also fit thematically. Why would corpses stick around after the game has been restarted? As a reflection of the way that the wounds of early trauma linger on forever after. Digression: people have remarked on the fact that this is my second game in a row (9:05 aside) concerned with physical and sexual abuse of children. I freely admit that my treatment of the issue in these games is far from masterful, but let me also assure everyone that I'm not just using these themes as a way to add power to a storyline -- to sucker-punch the audience, as some have put it in the past. The reason I find myself returning to this issue is because I increasingly think it is The Issue of our time, maybe of all time. The more I hear, the more convinced I am that this sort of thing is pandemic; Lloyd deMause asserts that 45% of boys and 60% of girls are abused before they reach maturity, but my impression is that those numbers are, if anything, low. It's the sort of thing where you look at the world around you and you either just shut down or try to come to grips with it, and writing is part of my attempt to do the latter. End of digression. So, who should the PC be? If the murder takes place at a dinner party, it could be a random guest... but that didn't seem to make sense. If the now grown-up children have a specific grievance -- the suicide of one of their number, for instance -- and elect to take matters into their own hands, fine, but that doesn't make them *generally* murderous; why would they be trying to kill the detective? The whole scheme also didn't seem to work in modern times -- you'd have to prevent the PC from making a phone call, or just driving away... the more I thought about it, the more I decided that the game would have to be set before 1920. Then I thought, okay, how about the South in the late 19th century? And with that thought, I suddenly stopped thinking of the project as a mystery at all, and decided that instead I wanted to make a Faulknerian family drama out of it. I also didn't want the father to be a stock villain -- he ought to have reasons for acting the way he acts aside from "he's just evil". Why would he be so abusive? Generally, people are abusive because they themselves have been abused and then perpetuate the cycle: that is, they're in pain, and they lash out. So let's say that the patriarch in the game is in pain. Since it's the South in the 19th century, why not from a lingering Civil War wound? And then I got to thinking about the isolation of the household and the atrocities therein, and how the ideology that "a man's home is his castle" mapped onto the Southern states' assertion that the federal government had no right to poke around inside their borders, and this too seemed quite promising. It was at around this point that I thought, so, we've got this isolated house out in the woods... wait, hang on a minute, an isolated house out in the woods? in a piece of IF? Okay, then, it's *got* to be the Zork house. When I decided to start the player off west of a white house I giggled for quite some time. Furthermore, mapping the story onto the Zork geography lent the game structure and even some content -- I needed some fearsome creature to put in the basement, and a brain- damaged child seemed like an appropriately Faulknerian touch. There was even a path into the forest, a perfect place for the Civil War scene I wanted to include. But here, again, things started to morph a bit. At this point I was thinking that the game would be called Remains, for two reasons: by the end of the game, you'd be hip-deep in your own remains, and also, key moments from the past (like the suicide of the youngest daughter, or the artillery attack where the patriarch gets wounded) would remain for you to observe firsthand. But I also planned on making this an occasional phenomenon in an otherwise solid stretch of space-time. I certainly didn't plan on coming up with any sort of explanation for the quirks other than the metaphorical one. But... ...well, I still didn't have an ending. So the PC -- a business partner of the patriarch character, say -- comes to the house, gets killed a few times while discovering that the kids have killed their father, learns why, and... then what? Do they let him go? Maybe a cop shows up at the door and the player has to decide whether to turn in the children. And maybe that would in fact have made for a better game. Except that suddenly I knew how I wanted it to end. I was thinking about the whole "past sticks around" theme, and in a flash it came to me that the game really had to end with the bits of the past becoming more and more fragmentary before dissolving into random characters and dumping out to the command line. That didn't really fit the game I had in mind, but I wanted to use that gimmick so much that I decided to change the game to fit. So now the shattered timeline was going to be front and center -- every time you make a move, you don't know if you're jumping back or forward in time, and occasionally bits of other pieces of the timeline will blow by like a tumbleweed or crash through like a wrecking ball... I wasn't really reading the thread about Jigsaw and spacetime, but I was aware of it (yes, Whitman and Blake were oblique Jigsaw references), and while Graham Nelson had used the onset of chaos as a way to end a play-through of the game, I started to think that maybe my game should take place in the moments after the onset of chaos but before it ravages the timeline into static. William Sleator had a book called Strange Attractors published in 1990 that dealt with this sort of thing -- the protagonist spends a few chapters in mild spacetime chaos, characters blipping in and out, his surroundings morphing around him... but it wasn't very satisfying. This was the sort of thing where conveying the *experience* of the phenomenon was key -- to actually have to deal with the blipping and morphing oneself, rather than passively watching someone else do it. And turning vicarious experience of a fictional world into firsthand experience is one of IF's greatest strengths. Strange Attractors was Sleator's second time-travel book; the first, The Green Futures of Tycho, was a landmark book for me (I read it when I was nine and it blew my mind) and so when I needed a name for my 22nd-century character the answer was obvious. So now I had a game that was a mystery *and* a family drama *and* a reconsideration of Zork *and* a piece of sci-fi. (I know aficionadoes hate the phrase "sci-fi", but this aspect of the game is cheesy enough that it's the only term that really fits.) This is normally the point at which one generally ought to step back and say, whoa, too much going on here, time to start separating out some elements for other works... but perversely, I got it into my head to start cramming in *more* ideas. The title of the game was going to be Remains -- how about adding a third reason for that, to wit: it's the remains of fifty different game ideas? Also, I like the idea of the left turn. That is, I like it when a book or a song or a movie comes off like it's going to be about one thing, then veers off in another direction altogether. At least, I like it in theory; in practice, it's hard to pull off. (One work that did pull it off beautifully is John Sayles's movie LIMBO, which at first looks like a warmed-over, transplanted LONE STAR before something happens to totally change our interpretation of that portion of the film.) So the fact that this game looked like it was going to jump tracks into another tone and style at the end didn't really concern me; if anything, it sounded like fun. So what other ideas could I add? How about some stuff about the nature of the player/PC relationship? I had some thoughts on the matter that I'd been batting around for quite some time -- one of them ended up turning into 9:05, and a few others ended up in this game. What would it be like to play an insane person? One answer was offered in the form of Cody Sandifer's game George, in which you play someone whose pathological impulses manifest themselves in the form of an imaginary friend who does stuff you don't necessarily want to do, like steal wallets; but to my way of thinking, this seemed almost backwards. Why have the PC hear voices from an NPC telling him what to do, when he *already* hears and obeys commands from an outside source -- the player? Like the 9:05 idea, this too seemed like an idea belonging to a different game (already thoroughly planned out, but difficult to implement -- look for it in a few years) but it did direct me toward the twist I did choose to add. A characterized PC is by its very nature a split personality, as the character's personality shapes the form that actions will take (does >KISS SVEN result in a peck on the cheek, a thorough snog, or nothing more than a one-liner and a blush?) while the actions themselves are mostly determined by the player's own personality (are you the sort to try kissing and killing everyone?) But what if the PC is already a split personality, with two halves waxing and waning, the half in charge generally directed by the recessive half, but vaguely conscious of that direction and occasionally overriding it for extended periods? So, yeah, you'd be playing the patriarch's business partner, as I'd sort of planned all along, but that "business partner" would be firmly lodged inside the head of the father himself, explaining why the various kids try to kill you on sight. Everything seemed to click into place. Messing around with the text flow (frequent pauses, clearing of the screen) was something I'd been wanting to try for a while; I spent an inordinate amount of time wondering whether Hunter in Darkness would have benefited from a pause just before one particular sentence. This I don't think of as just a gimmick, but rather as a tool that could be useful in all sorts of games (though admittedly overused in this one.) I also found the realtime stuff to be great fun, though I imagine it to be of limited use in most cases. (I don't like the idea of racing through a text game against the clock -- I'm a slow reader. But for special effects, it's way cool.) One gimmick was added in beta: Tycho Green's infodump was made optional. This really didn't do much to resolve the essentially objectionable nature of infodumps, but I figured it'd at least be interesting to see if those who complain about having everything spelled out would be able to resist the offer to have everything spelled out. Did *anyone* say no? I suspect people want to see as much of the game text as they can, even if they're pretty much warned in advance that it could compromise the effect of the story. This isn't a criticism. At this point, the game (retitled Shrapnel at great expense and at the last minute) probably sounds like I made some soup, added a pinch of this and a dash of that for flavor, then tumbled down a slippery slope and ended up dumping in the entire contents of my spice rack. That's just about right. What's more, that's not even the game's greatest flaw. If I had to single out the most glaring weakness in the game, it wouldn't be the number of ingredients -- chucking the kitchen sink into the stockpot was the whole idea, after all -- but rather the fact that everything else has been boiled down so the spices are all that's left. The game's too small. The children get a couple of lines apiece. The PC's mutiny against the player's orders lasts for the length of one cut-scene. Some of this owes to my schedule -- the time I could afford to allot to writing IF ran out in mid-February -- but I think most of it comes from just-in-time content. Let me explain. Scott McCloud identifies artwork as being composed of six elements: idea, form, idiom, structure, craft, and surface. All are important, but the raison d'etre of a particular project should fall somewhere in the first two categories: "Does the artist want to say something about life *through* his art [idea] or does he want to say something about art itself? [form]" Choosing idea means that "'telling the story' (or in the case of non-fiction, 'delivering the message') takes priority over invention." This was certainly the path I took with my novel. But with Shrapnel, I chose form. McCloud: "By choosing form, he'd be setting up to become an explorer. His goal: to discover all that the art form is capable of. And his art would not lack for ideas or for a purpose. His art would just *become* his purpose and the ideas would arrive in time to give it substance." This essay has been a chronicle of waiting for the ideas to arrive so I could flesh out the innovations I wanted to implement; however, I don't think I allowed these ideas sufficient gestation time, and instead just hurriedly plugged them in to meet my self-imposed deadline. That's not how I work best. Photopia was a similar rush job, but there the content had been floating around in my head for a while, looking for a place where it might fit; Shrapnel's content was all-new and thus fairly cursory. What I ended up with was, in my opinion, a fairly interesting exploration of some of IF's possibilities, but not a really satisfying game. So then the question was, should I release it? I could have sat on it for a year or two and tried to flesh it out to a full-length piece, but I wasn't especially motivated to do that -- realistically, my choices were to release it pretty much as-is, or scrap it. And in the end, after asking around and thinking about it for myself, I decided that hey, some of my favorite songs appeared only as B-sides to singles or on movie soundtracks, having been declared by the artists in question to be unworthy of inclusion on a real album; if even a couple of people genuinely enjoy the game as much as I enjoy those songs, doesn't that make it worth releasing? And in fact I've received some extremely kind comments on it -- it seems to have really worked for some people, which pleases me tremendously. There now, doesn't Tycho Green look awfully succinct by comparison? ----- Adam Cadre, Sammamish, WA 17 February 2000