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Where Indie Nation is concerned, I usually make a quick plug for the game before the jump, then halfheartedly tell you to download the game first and maybe hit the jump later to hear my disjointed, irrelevant thoughts on it.

I'm not going to do that this time, because Photopia is too damn good, and too damn important, to be spoiled by my ramblings. My thoughts on the game can still be found after the jump, but I must insist: do not hit the jump until you have played through the entire game.

Photopia is potentially the greatest piece of interactive fiction I've ever played, and don't let the text adventure format turn you off; it's necessary to the game's story and emotional impact and besides that, it's nowhere near as cryptically difficult and puzzle-filled as Zork or even Gun Mute -- you'll never need a hint or a walkthrough to complete the game. Just remember that you need to say "talk to ____" instead of "say ___" in order to engage in conversation with another character.

In fact, if you only play one text adventure, ever, make it Photopia

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.

 


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68 comments | showing # 51 to 68

NobodysDream's Avatar - Comment posted on 08/16/2008 03:28
NobodysDream
Good story, but I feel it would be better as static fiction rather than interactive. I spent ten fucking minutes trying to get out of that damn clearing. Spoiled it for me. The greatest weakness of all IF is the fact that it is interactive in the first place. Hypertext Fiction has always been more interesting to me. It is like the ultimate minimalism, unpacking a scene until every nuance is revealed.

I can't really see this as a game worth crying over, unless you are some kind of emotionally crippled half-man. Or, if you have personal experience with the subject matter. Then again, one of my friends killed herself and I don't get all weepy whenever I read a story about suicide. But that may have more to do with the prevalence of platitudes and pablum when discussing such topics.

SPOILER TIME
When I was driving Alley home, I noticed the connection with the beginning immediately (after the first street name is mentioned). I immediately typed in "stop". Apparently, you skid 100 feet and still get crushed. Fate, she is a mother fucker.
kittwalker's Avatar - Comment posted on 08/16/2008 03:42
kittwalker
Well I enjoyed it. Very much. Even though I got slightly stuck after beating up the wolf. :(
Qalamari's Avatar - Comment posted on 08/16/2008 04:12
Qalamari
I echo Koholint. That was spectacular.

To those of you who can't get past the interface or aren't willing to spend the time it takes to play through this, I can only say I'm sorry for you. There's nothing wrong with not "getting it" but I honestly feel pity for anyone who's so jaded that this doesn't affect them at all.
Druid 01's Avatar - Comment posted on 08/16/2008 04:45
Druid 01
i love indie games, their great, well when their good indie games, this . . . not so much
Raf's Avatar - Comment posted on 08/16/2008 14:08
Raf
It took a while for me to make sense of the game after it ended. To me, this game is very much like life. Just like Therum said, you can't play again and save Alley. While this makes Photopia less of a game, it takes things to a whole new level. You realize that you don't have control over the events of the game, just like in real life. We all wish, at some point in life, to go back in time and make different choices, and in Photopia, its the same thing. And when you try to play it again, you realize how impotent you are. You can't go back and change things, like nothing happened.

I love when games make me rethink my life. I felt the same thing with Passage, but this was much more intense. Thanks, Rev.
Raf's Avatar - Comment posted on 08/16/2008 16:48
Raf
just posting again to clear the "last comment" spoiler.
SourceDecay's Avatar - Comment posted on 08/16/2008 17:11
SourceDecay
just finished it. GREAT game. i grew up on games like this but never encountered such a well-written story in one. i've yet to piece it together completely, but i'm not worried about it. it'll hit me. and i'll definitely play it again.
Jetsetlemming's Avatar - Comment posted on 08/16/2008 19:02
Jetsetlemming
I didn't like this as much as Shade.
anal relapse's Avatar - Comment posted on 08/17/2008 05:18
anal relapse
If you liked this, go for http://www.ifarchive.org/.

Similar, perhaps greater WTFs can be found in Adam Cadre's 9:05 and Andrew Plotkin's The Space Under the Window. You will take five minutes to play these games, you will enjoy them. Text adventures or interactive fiction doesn't involve as much parsing or vain attempts to "fuck the women".

IF probably deserves a blog in itself, but I'd be too lazy to do this.
sbshootme's Avatar - Comment posted on 08/18/2008 10:50
sbshootme
Enjoyed the game. Rev, if you're up for some sandbox-IF(Yes, I just made that term up) try "Aisle". The writing in there is impressive, and it comes with infinite replay value. ;)

You can play it via browser here.

I would love to see an Indie Nation about that some time, just for the comments. There is just so damn much you can do.
Dexter345's Avatar - Comment posted on 08/18/2008 17:28
Dexter345
I must be like the dumbest person ever because I actually got stuck in the labyrinth. When I removed the suit and it said I had wings, I was like, "Oh, neat," but then thought nothing more of it.
itemforty's Avatar - Comment posted on 08/19/2008 12:10
itemforty
I am pushing through the game so I can read the rest of this review, but the dialogue is terrible.
itemforty's Avatar - Comment posted on 08/19/2008 12:39
itemforty
Ok, finished. Not bad, but it would have been better as a short story than an adventure game.
Stephen57's Avatar - Comment posted on 08/22/2008 21:01
Stephen57
@ itemforty: nah, as a short story it'd be average to good, but as a text adventure thing, it's amazing.
Spartacus's Avatar - Comment posted on 08/22/2008 21:31
Spartacus
Nobody is reading this, but I thought that was one of the most incredible pieces of fiction I've ever read.
Silent Screams's Avatar - Comment posted on 10/09/2008 05:17
Silent Screams
Just finished it and read through the comments.... Im not much for IF's, but the sheer narrative value of this game made me look past the small frustrations of figuring out what to do. I found myself hurriedly trying to find out what to type to to get to the next installment of the story. The ending just hit me a few minutes ago, it's very deep as far as IF's (and short story literature go) and i find myself now rethinking my life (and writing style). I feel philosophically better for having played this game, and though about the implied themes. Though i was originally stumped by the change of scene and thought that i had screwed wit the game and got onto a new one by accident, i read the description on a blog site and realized that i was right and played on.

Just one more random thought: Didn't she say that she'd go out with the guy on Saturday, and then got killed on Friday, must suck to show up and think the chick ditched you, only to find out that she's dead!?

PROTIP: Just copy the words TALK TO ALLEY and paste them in , it makes things so much quicker.

one last thing, thank you Rev, while I didn't find this game tear worthy, it has changed my outlook on life and storytelling somewhat.
EvilCheerio's Avatar - Comment posted on 11/12/2008 04:29
EvilCheerio
I usually don't like to get into these kind of arguments (mainly because they usually just go in circles), but most of the people who don't like this game don't seem to be under the impression that most games actually give you control over the story. In truth very little games give you any control over the story, and if they do it's usually pretty arbitrary. Most games are simply a constant change between watching stories unfold and playing the game in whatever way it allows you to play it. I really enjoyed the story and most of the people who don't like this game probably didn't even try or want to follow the story
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