If you haven't played the game yet and simply hit the jump in order to see if it's worth playing, or because of some flippant "Eh, I'll never play it so what's the harm in seeing what makes it so special" attitude, then scroll up right now, click the link, and complete the game.
I'm dead serious.
---
Assuming you have now finished the game...wow, right? If you weren't sobbing, or at least beginning to tear up by the end of the game, then you probably weren't paying enough attention.
Admittedly, Photopia is barely a game. The actions which drive the plot are very obvious, and the optional actions you take don't affect it in the slightest. It's the very definition of "interactive fiction": a completely linear story with minor nonlinear digressions, controlled by the player only inasmuch as you control the characters' immediate fates.
Talking to Alley as her father, for instance, can yield three very different conversations: one about the nature of the universe, one where you surprise her with a trip to Space Camp, and one where she goes inside with little discussion. None of the outcomes changes the plot at all, but each conversation drops narrative hints which inform aspects of Alley's story to Wendy: a sky made of gold, an astronaut. The story already exists fully-formed within the confines of the game, and the player has the option of exploring different aspects of it as it progresses along its predetermined course.
The mere fact that you have some degree of control over the events, however, gives the story a much greater emotional weight than if you'd just read it. Even without the wonderfully subtle, clever story reveals (when, in the fantasy story, the narrator casually mentions you have wings, I flipped my shit), the player gets to understand Alley through no fewer than five different perspectives: we see Alley, fragile, almost drowning. We literally save her from death. We ask her to prom, we explore her scientific curiosity, we hear her thoughts on her father, and, most importantly, we explore her imagination from the inside as she tells us a story. What starts out as intensely confusing ("Why is the narration defining words for me," one initially wonders), the scenes eventually weave into a cohesive examination of Alley.
Yet, importantly, we never play as Alley. Even when Alley tells the story of her dream, it's her inputting parser commands, as we watch. It's important that we don't play as Alley. Alley is the focus of every story, and almost every vignette includes her as the main goal in some respect ("get Alley to come in for dinner," "ask Alley to prom," "drive Alley home"). We watch Alley and get to know her almost subconsciously, because every scene revolves around doing something with her or to her. If we played as her, we'd lose sight of her character for that brief period of time: our goal would revolve around doing something else, and even though we'd be controlling Alley's actions, we wouldn't be paying attention to her as a character.
It must be said, the game also warrants an extra playthrough or two. It's worth looking at pretty much everything (though it's easy to forget about Gabriel after the Alley CPR scene, his place in the family is not explained unless you either look at his room or the person himself), it's worth testing Alley's limits when she tells you the story (try leaving the shovel behind in the underwater castle), and every alternate conversation has something interesting to offer the player. Something new to tell about Alley, or the game's theme in general. Hell, you can even exit the fratboy car in the very first playable sequence before Rob runs the red light, but it doesn't change the fact that Rob does so anyway. In the world of Photopia, versus, say, the world of Masq (which I plan to do an Indie Nation on sooner or later), it seems that certain events are simply fated to happen.
In the end, Photopia is an incredibly written short story, made even more affecting and immersive thanks to the text adventure format. It's more story than game, to be sure, but the story is told so goddamn brilliantly that I can't help but feel like this is one of the best indie games I've ever played. People always talk about Passage making them cry, but I never really got close to tears when playing it. When I reached the end of Photopia, however, I took off my glasses and dry-sobbed for at least half a minute.
Then I played it again.
I, defiantly enough, did not play through the game because the interface was made of ass.
Rev, how long is this game? I've played for ten or fifteen minutes now, and it's not good yet.
I typed in jump for my very first command. I think that is the most enjoyment I am going to get. \
It wouldn't recognize any of may Talk to commands.
Oh man, I started playing this and had a brief flashback to some of my very earliest gaming experiences but my ISP is horrible and the net really slows down of an evening so it's just a pain in the ass. Hopefully it'll be better in the daytime but a downloadable version would have been really beneficial.
I didn't get why the presentation surrounding the text looked so crappy until I went to the main website: http://www.ifiction.org/
they really take text the adventure look seriously!
oh and also, text adventure style tetris
I get it, i see it's cool, but the lack of control and the interface utterly destroys the enjoyment for me. Then again, i have issues with every IF game just because the parser does NOT jive with my mindset. ever.
I got stuck on mars
@Timmeh: You can download the game here.
You're all retarded.
Okay, I finished it, and I will agree it's a good narrative, and it was sad. It didn't have me crying though, but that might be because I'm sitting at my desk at work.
Is the black screen the end of the game? *is confused*
@Leviticus: yes. If you've been paying attention, the story has all wrapped itself up by that point.
I don't understand how all these people cannot appreciate this story... Fret not, Rev. I do understand and I enjoyed it immensely.
I was really confused at first when it switched abruptly to the scene on Mars but once it got rolling I was really enraptured. I found the "look at self" command to be very useful in figuring out how "I" pieced into the story with each new scene. I only just finished my first playthrough so I'll have to go back and check in on the little things - like Gabriel. I missed that completely.
The writing was excellent though. I could not agree more. I literally gasped aloud when I fit together Alley's fate in the car ride home with the rest of the stories.
Also, your Indie Nation pieces in general are always a treat. You've filled me in on more than a dozen excellent indie games (Gun Mute, Love, Execution to name a few) that I would NEVER have found otherwise. Keep up the great work, Rev!
tl;dr - People have no sense of appreciation for great writing and Rev is awesome.
Jeez, it could have said "The End" or something. It wasn't a very satisfying ending, although I did find the story itself quite interesting. I still had those ridiculous moments where I had to consult the walkthrough to figure out exactly what to do, or how to type something. If you don't like text adventures, this game certainly won't force you to rethink that opinion.
Its times like this that I wish I weren't illiterate *sigh*
Jeez, it could have said "The End" or something. It wasn't a very satisfying ending, although I did find the story itself quite interesting. I still had those ridiculous moments where I had to consult the walkthrough to figure out exactly what to do, or how to type something. If you don't like text adventures, this game certainly won't force you to rethink that opinion.
I didn't cry, but like Dexter that's only because people are around.
I enjoyed it immensely, Rev. It's like a touching version of Reservoir Dogs. And the use of the colors, the story transitions. The agony of knowing already what was coming as the street names went by.
@Leviticus: What's the use of saying "The End" when it obviously is so? The abruptness and the darkness of the end screen is, I think, intentional, symbolizing what happens to Alley.
Photopia is fucking brilliant. I've said it before, and I'll say it again - Photopia is the best IF game ever made. I'm willing to call it one of the best games ever made period, though I'm sure very few others will agree with me.
It's a text adventure. If you don't like text adventures, then you're not going to like Photopia - which is a damn shame (also, "being to young" is not an excuse for disliking IF - I was 14 when I first played Photopia and I loved it). People praise games like Portal or BioShock (both good games, don't get me wrong) for combining narrative and gameplay, but something like Photopia does it better than anything else can - the narrative is the gameplay. They're inseparable.
Photopia honestly made me cry. Multiple times. The first playthrough is very emotional - seeing Alley die near the end, and then the very last scene where she's a baby... knowing she had so much potential, knowing that, in effect, it's your fault she's dead, because hey, you should've been able to stop Rob from running the light, or you could've driven her home a different way, or you could've gotten another babysitter instead... because you play through all these different perspectives, you can't help but feel like some of the blame falls on you, because maybe if you'd taken a different route Alley wouldn't have died.
But then you play it again and realize that you couldn't save her, and that just makes it even worse.
Photopia is just... genius. In every way, it is a masterpiece. And everyone here who couldn't tolerate it because it was IF will never get to experience that - which is a fucking shame, but oh well.
This is a huge message, so I'ma cut it off here, but yeah, seriously, Rev, great fucking pick.
you people are over-thinking it. it's not so much a game as it is a story.
and it's a really well-written one. i do think playing though it again is warranted, because reading through your write-up made me realize lots of over-looked details. yes, some of the commands are a little frustrating, but that's not the important part.
I really like Photopia. I like a lot of IF, too. It has come a really long way, and I wish I had the patience to put some of my own together. (Inform 7 is marvelous)
For someone more puzzly minded, may I recommend Rematch by Andrew Pontious?
I'm not sure I understand the chronology of events. Alley dies in the car accident?
Wither way it was good but not as great as I was expecting given the strong recommendation. Text based games are just frustrating for me, no matter how well executed they are.
Loved it. Can't say I cried, but it was definitely quite an experience. In all honesty, I think the story sequences affected me most deeply, because of how vividly you could feel how alone that character is. After walking around on Mars and almost drowning, that incredibly brief flying sequence was almost indescribably exhilarating.
Thanks, Rev.
I did enjoy the narrative, and the way everything came together at the end. Was it the greatest art game evar? No way. But it was very good.
...and then it clicked. I realized that every "decision" I made could have changed Alley's fate, whether stopping the drunk driver in the first scene, driving the "long way" home, etc. Very moving
Wow... this game left me breathless in three areas. This is undoubtedly the best piece of interactive fiction I've ever encountered.
Having played MUDs for over a decade, I had no issues adjusting to the interface. This was indisputably remarkable.
After finishing the story and reading your paper, Rev, I was even more shocked at learning that there were actual optional elements to the game.
Simply amazing.
Oh Rev that was so good, I yelped a very small 'no!' when the car crashed. Personally I don't normally play text adventures as I find them rather mundane but this had such a complete and compelling narrative, it was a nice change.
*Claps* Nice find Rev
Ashley Davis: Thanks for the link, slightly drunk and playing the Red Faction beta now so I'll hopefully be able to check this thing out tomorrow without waiting what I perceive to be an age for the next part to load!
I have ADD, Rev. I can't handle this shit. You need to throw some breasts or a sword in there somewhere.
Also, am I supposed to be on Mars? Because it has me on Mars.
You're supposed to be on Mars.
I just beat it, I quit the html version until someone pasted the link to the dos version, much more playable. Calling this a game is a huge stretch. It's interactive fiction, but there is a ton less "gameplay" to this game then there is in a choose your own adventure book, so nobody should be comparing the gameplay to anything but a book. It's a decent story that reminded of a mix between Pan's Labyrinth and The Fountain, and it's cool that it was made almost 10 years before those two movies came out. I'd give the story to the game an 8, but the gameplay really is as boring as everyone is complaining about, and I'd give the gameplay a 0.5.
Seriously, this game is breathtaking. To add to the perfection of storytelling that Rev was mentioning, I had to say this.
The story simply couldn't be told with audio, pictures, or video - because the game reveals to you only enough information to solidify mental pictures of the characters and settings with your imagination, only to reveal shocking simple bits of information that radically alter your perceptions.
The story simply couldn't be told through another interface - because that replaces the feeling of exploration with a static list of choices.
This story initially seems erratic but it really becomes a shockingly deep cohesive story.
Okay, I just got confused and quit. I'm sorry. I have a bad history with text-based games. This one didn't do anything to remedy those bad feelings.
Wish I could make it through, but until someone posts a cheat sheet, I won't be trying again. I realize how lame that sounds, but I'm not going to get very much out of it when I'm confused and frustrated by something as simple as its very genre, no matter how powerful it may be.
Yeah it was a stroy of a girl told in several parts with the emphasis on the jumble timeline and her death.
Totally meh tbh. Played it and got a little frustrated. A couple of revelations like the wings wer good but then its just a bloody story in another bloody story. Its good but not really a game. N i like those sorts of games.
If it gave me choices, real choices rather than giving me a set path n just a couple of extra story options or added info (which id normally appreciate) then id like it more.
"Kill" "Alley"
Answear: "No"
I too flipped my shit when it said you had wings.
Quite good sir.
JTHomeslice, nice frontpage spoiler via "Latest Comment".
Waht a fucking retarded way to get spoiled though :\
I think the Gaming God just hates me.
sorry rev...I just can't do text adventures...its just too tedious for me.
Very, very meh. Not a game at all, so I don't understand why anyone would even try to classify it as one. Choose your own adventure books were more of a game than this was really. It's an interactive, light on the interactive really, story. It seems like what ever you do, nothing effects the story. So what is the point of even bothering with it since what you contribute to it means nothing. They might as well have just print out all of the text and made it into a book. Really not worth the time as a game, though it's an interesting story.
Okay, rev. While I don't like some of the Indie Nation's you put up. I loved Photopia in the two hour sitting I played through (Why so long? Rub leaves on wolf. Of all the fucking phrases, rub leaves on wolf)
I HATE text based games. Not that I don't have the imagination, but because if I suddenly had the urge to do a backflip off a cliff while screaming "ROOSEVELT", the game would not compute that as a possible thing in time and space. But, I got used to Photopia's parser, even if certain parts had me stuck (LEEEEEEEEEEEEAVES)
But I must touch on the awesome parts in photopia. First off was the realization of how much hold the game had over me, as I was frantically thinking of the commands to give alley cpr, took me acouple of tries, but I was almost out of breath myself going through this segment
Next, I find it great that you didn't have to think hard during the mars/castle/island bits, since you could search and pick up stuff. I had a seed and dirt, no shit I knew what I had to do soon enough.
Thirdly, ingenious how they lead up to the wings. I took off my suit. walked around and realized my wings were ruffled. I WTF'D and "Examine Self" and the narrator looked at me like I was an Idiot. I "fly"ed as the next command. Awesome
And I didn't cry, I felt horrible though. As Wendy's day, when you comment on how all the lights were green, I knew (The first character comments on the light being red, that is genious). I FUCKING knew. I typed in all caps (thinking I could do it harder), BRAKE. He did, but to no avail. Seeing "Alley's blood" crushed my heart.
And I agree with Therum. It hurts seeing Alley after the crash. She's going to die and you're powerless to stop it Not even "Talk to Alley "you are going to die don't babysit" helped.
This didn't convert me to playing text games, but damn it if it wasn't one of the best Indie Nation games I ever played. More emotional impact than Passage, that's for sure.
Really enjoyed this. I didn't find it as sad, but more of an intense thinker trying to find what's tying things together. Especially about halfway through when you start making the connections. "Damn I'm going to crash the car-- that won't end well." For a bit I thought I could change the outcome in the color sections, perhaps by finally planting the seed or by Alley meeting herself, but eventually I realized the story itself is the path and your job is to see it through.
Too all the haters: If there is something you really like in life, over time you will eventually become selective and appreciative of its finer variations. Imagine you enjoy wine, and you've come to prefer certain types over most -- then one day someone offers you a vintage that floors you and reminds you how special it can be, just like what got you interested in the first place. If you didn't enjoy Photopia, you're still on your first glass.
Wings: shit also flipped.
It didn't make my cry, but I found the initial scene on Mars to be incredibly frustrating. It took me about twenty minutes to figure out I was supposed to type in a cardinal direction rather than "go forward" or "go backward". Am I retarded? Potentially. All the same, I enjoyed the game for what it was.
Rev, both of your comments on this post are genius in my opinion, hahaha.
"You're all retarded."
"You're supposed to be on Mars."
I don't know why I loved them so much. I will most certainly try this game out, I've never been an adamant text-based game player, but I'm open to it, thanks for introducing me.
yeah, my jaw dropped when i read the wings thing. the next two commands were:
x wings
fly
i didnt like that it ended rather abruptly, but i suppose that is just the way the author decided to tell the story.
sadly i knew what was coming in the drive home scene because i recognized the street name from the start of the game. as soon as you cruise through the first green light i was like it, oh shit...
its so sad she had to die, though at the same time i think some weight was taken away from it by placing a few bits of story between it and the end. to fit the format and the telling the author wanted i see that the order of telling works, but you already know whats coming after the car scene for sure, because even the hospital scene comes before it. a matter of opinion on story presentation, though i have no problems saying it was a sweet story.
sad but inspiring. definitely makes you curious to delve into alley more (as well as wendy, though that is due to what alley imbues wendy with, which in fairness is just more of alley, since its from her dreams).
very good IF, and id have to say its the first ive "played". ive played zork-likes before but i really liked how this was much more of a narrative than a game.
oh, and the parser was pretty annoying, but the story was compelling enough to ignore that.
Anthony: Thank you. I can't really put my thoughts into words now, but thank you.
The explanations (a statement that makes something comprehensible by describing the relevant structure or operation or circumstances etc) are annoying (that causes irritation).
what just happened? -_-
@Knives: Really? I thought it was really sweet and gave us more insight on what sort of person Alley was. I mean, it was a story being told by a lady who spoke with a huge vocabulary to a small girl who couldn't understand all those big words and needed them to be explained.
Wow, that's the first text based game I've played... And beaten as well, haha.
I liked the story alot, I won't post any spoilers, but it was very good! I didn't see the biggest twists coming AT ALL! Thanks for recommending this! I've wasted way too much time on it though! Haha.
Also, I still love you, Rev, and I hope your opinion of me now isn't any lower than its previous low level. <3
Wow. Rev, that was absolutely wonderful...and I haven't played a text-based adventure game in around a decade. As soon as the story switched to the perspective of you as Wendy's dad, and the game mentioned green lights, I just kept saying, "Oh, no..." over and over. A "game" hasn't made me feel this way in a long time.
Also,
x wings
fly
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