Inside Erin: The AIF Newsletter
Volume 3 Number 9
September, 2007
Letter from the Editor
>Restore MILF Scene
Restored.
Still holding you by the hand, Hilary leads you into her bedroom. You feel your
heart thumping
against your chest wall - adrenaline pumps rapidly through your body, making it
feel impossible to
for you to stay calm. She turns to face you and rests her hands lightly on your
chest. You feel her
fingertips pulsing with excitement through the fabric of your shirt.
>Kiss Hilary
You lean forward and part your lips. She stays still, but just when you close
your eyes and expect
contact, she must have pulled back, because your lips meet nothing but air.
Your eyes open. She
has avoided your kiss and is smiling at you.
“Didn’t I say ‘hands’?” she scolds you. “Hands are not lips.”
You hold your hands up in front of her, turning them so she can see your palms
as well as the backs
of your hands. She takes them back in yours and places them over her breasts,
then removes her
own hands.
You barely move your fingers, mostly out of shock. Her breasts are like small,
tight pyramids and
you can feel how firm they are and how her nipples are pressing hard against her
bra through her t-
shirt. She responds by staring straight into your eyes.
>Roll thumbs over her nipples
You’re still in a state of shock that this is actually happening. You’ve never
sought this out, and
you wouldn’t have sought this out, but here it is. Your reflexes take over.
You know what she
wants, so you deliver. You press your thumb balls into her nipples, which
respond by resisting
mightily. They are rock-stiff and try to roll your thumbs to either side. You
press harder and feel
them sink into her breasts, and it reminds you of pushing a maraschino cherry
into ice cream.
Hilary groans, bringing your thoughts racing back. Her eyes half-close and she
concentrates on her
pleasure. You pull your thumbs off and watch with amazed interest as her
nipples push out toward
you, angry at being left alone.
>Slide hands down to her ass and squeeze
Your hands go back to her body, but instead of resting on her chest, you wrap
them around behind
her back. Her body is smaller than your wife’s body, and she feels tiny yet
solid in your arms. She
presses her chest into yours and her teeth bury themselves into your shoulder.
Your hands slide
down her back, over her tight athletic ass. Its curves are modest but sexy and
her buttocks fill your
palms. You squeeze them and lift slightly, grinding her crotch into yours. She
hoists herself up,
wrapping her legs behind your ass and melts against you, crushing her body into
yours as tightly as
she can. Her weight is manageable, but you take a step back and lean your ass
onto her bed,
making her weight come down more on your crotch than on your thighs.
She realizes she's supported on your lap and leans back, giving access to her
chest. But she's still
wearing that shirt....
>Remove her shirt
She hangs on to your shoulders and you grip her t-shirt at the hem and pull it
up. It gets caught up
at her armpits because she’s holding on to you, but she helps and awkwardly the
two of you
manage to get Hilary peeled out of her t-shirt. Her breasts scream at you to
release them from
confinement, so you reach behind and unclasp her bra as well, peeling it away.
Her nude upper
body is slightly boyish – she’s not very curvy and her breasts are small cones
capped with pointy
ruby nipples – but you find you take delight in it because it’s so different
than what you’re used to.
>Suck on her nipples
You support her back and she leans backward, arching her tits up at you in
invitation. You lean
forward and take her right breast into your mouth. If you open your mouth wide
you can take
almost the entire tit into it, which you do, sucking it into your mouth.
Without releasing the
pressure, you poke at her nipple with your tongue, flicking over it, feeling the
way it bounces back
against pressure. Hilary gasps and digs her fingers into your hair.
“Bite it,” she begs, “bite my nipple, please?”
You respond with a full-mouth grunt and close your teeth gently onto her nipple
while still sucking
on the flesh around it. She squeals and begins gyrating her hips, grinding her
crotch in your lap.
“Harder,” she gasps, and you squeeze her engorged nipple with your teeth,
bringing forth a flood of
gasps from her.
>Save
Saved until next month
* * *
Over the next couple of months, I’m going to be trying to get back to basics
with “Inside Erin”.
There are a number of things we’ve done before that were important and have
fallen by the
wayside. Author interviews, “Erin Street” interviews, ‘AIF Scuttlebutt’, and
AIF tutorials will all
make a comeback in an attempt to make the newsletter more useful and less
‘fluffy’. I am happy
for the contributions of members of the community and, as always, welcome
everyone’s comments.
I’m pleased to welcome 5-game AIF author Purple Dragon to the newsletter staff.
By agreeing to -
and actually following through on his promise to review every one of Vachon’s
games, he has
proven that he can suffer far more pain than I could ever throw at him. I’m
sure he’ll be an
extremely valuable member of the team.
Finally, I was very pleased with the wide response to my “Who’s working on what”
post on the
Yahoo! message boards. It gives me hope that this community isn’t giving up
after all.
Have a great month!
* * *
This month in AIF by BBBen
The most interesting thing to happen this month was Purple Dragon’s live AIF
thread titled The
Orgy in the new Live AIF forum on AIFGames.com. If you don’t already know, the
idea with live
AIF is that the author writes a section of text, then a player enters a command
and the author writes
the response to that command. It takes rather longer to play than a regular AIF,
but you can enter
any command and expect some kind of a response, giving the player the
opportunity to help shape
the story. Hopefully we’ll see more live AIF stories start up on that forum, and
because of the
emergence of this new format of AIF I’m planning to add a new award to the Erins
this year: Best
Live AIF. Since it’s a new award I will consider all three of the existing live
AIFs (The Orgy, A.
Ninny’s Green Summer and also Chris Cole’s Seven Seas of Theah, which I think is
interactive
enough to qualify) as eligible for the first award.
This may in fact be somewhat necessary as a few awards may have to be dropped
this year due to
sheer lack of competition. There has been an extremely thin crop of games this
year, with very few
games having been released outside the mini-comp. It’s a sad state that despite
(or perhaps because
of) the community’s better organisation these days we just don’t expect to have
a game release
every month any more. The first month that we had to publish without a game was
worrying to us,
but now we do it most of the time, and that’s pretty unfortunate because we put
this whole thing
together to try and get more and better games released.
For this reason I’ve advocated to end the monthly publication of this
newsletter, and switch to a
quarterly format. Whether or not this will change the pace of game releases I
don’t know, but when
it gets difficult to find anything to write about in a “This Month in AIF”
column I think it’s time to
consider moving to a quarterly.
* * *
Beat the Staff #2
The server crash probably deleted several of your votes in the last Beat the
Staff cut-scene
competition, but fortunately I made a save of the ballot file before the crash
occurred and have
calculated the result based on the votes I saved. I therefore am pleased to
announce the results of
“>X Chick”, the 2nd Beat the Staff competition.
Drum roll, please…
Hearty congratulations this month go out to Paul Swift, whose entry “>x unknown
girl” beat the
staff. Very nice job, Paul! To jog everyone’s memory, that’s the entry where
the player-character
is viewing a woman through binoculars. It was a very hot entry and very
deserving.
The second place entry was written by BBBen and is entitled “>X Betty.” Third
place goes to
StormNinjaBlade’s “X Client” entry. “Inside Erin” thanks everyone for their
entries and for voting.
This month’s Beat the Staff competition was supposed to be a selection of cut-
scenes featuring
orgasms. Unfortunately, there was apparently little interest in writing cut-
scenes of this type. Too
few entries were received (from staff and non-staff) so we’re not running the
competition this
month. We’ll take a break for a couple months and bring this feature back when
we’ve recharged
our cut-scene writing batteries.
* * *
What’s Happening in AIF by A. Bomire
Remember back in 2002 - 2004, when AIF games were coming out so fast that if you
took a day
or two off from checking the message boards the chances were good that you
missed a new game
coming out? Oh, sure, you had games by people like Vachon and Sly Dog (games
which many find
to be at the low end of the quality spectrum), but you also had games by
Christopher Cole and One-
Eyed Jack. Every day was a shining day for the AIF genre.
What happened? As has been so much pointed out recently, the number of games has
fallen
drastically in the past year or so. From the height of AIF's glory in 2003 when
40 (40!) games were
released, there have been only 17 games released this year, 12 of them as part
of the annual spring
mini-comp. Is AIF disappearing back into the mists from which it arose?
I don't think so, and I certainly hope that you do not as well. Part of the
problem (and I don't see it
as a problem, really) is that we (i.e., the AIF community as a whole) made such
a big stink about
the low quality of the games being released that now people are spending a lot
more time producing
quality instead of quantity. Everyone who has played the mini-comp entries over
the past 4 years
has remarked upon just how good those games are. The quality of those simple
little one and two
room games has sky-rocketed over their predecessors, and in a very short time.
But this quality over quantity comes at a price. As any author will tell you,
writing these games is
hard. Not a little harder than you might think - a LOT harder than you probably
think, especially if
you've never written one before. I've been programming for a little over 20
years (and boy does that
number depress me sometimes!). And something I read very early in my career has
stuck with me
all this time - you spend 10% of your time writing 90% of any program, and 90%
of your time on
the last 10%. This last 10% is the testing and bug finding/fixing portion of
writing, and it is a very
tedious, time-consuming part of programming. My personal theory is that many of
the authors who
were so prolific during AIF's "heyday" were people who skipped this last 10%,
and thus churned
out games fast and furiously. But, the AIF community finally said "Hold!
Enough!" We now react
harshly (sometimes a little too harshly) to any game of very low quality. And
the people who write
those types of games aren't willing to spend the extra effort to do that final
10% to finish the game
right. How do I know this? Because if they were, they would have been doing it
already!
Okay, now go back to the wonder years of 2002-2004 and look over those game
lists once again.
Think over each game, and try to figure out whether it would pass today's
standards. Any game that
doesn't, cross it off your list. Heck, go ahead and be generous about it. Now,
look at what's left.
Pretty short list, isn't it. In fact, isn't the number of games on your new list
just about the same as
the number of games being released currently?
So what is happening in AIF? To start with, it isn't going away! Not if the
messages being
generated on the various message boards is any indication. But beyond that, I
have two theories.
One is that AIF is being "refined". The wheat is being separated from the chaff.
All of the messages
and discussions, and yes downright rants and ravings, being posted over the past
couple of years
about people writing games of low quality are starting to show. A lot of the
people who would
usually write something, even of low quality, are now either afraid to or
unwilling to because of the
time involved in creating a quality game.
The second thing that is happening is something that happened in the main IF
genre a while ago. In
mainstream IF, you see the most games released during the annual IF comp, with
hardly any games
released during the rest of the year. Sound familiar? We are experiencing the
same thing. Go ahead,
admit it - how many authors are already working on next year's AIF mini-comp
entry? Hold up
those hands, I swear I won't tell. Uh huh - just what I thought. It seems that
many authors who may
normally be releasing games during the year are now concentrating on getting
those games ready
for the annual mini-comp. I'm not saying this is a bad thing - heck, look at how
many games were
submitted this year, and the high quality of those games as well. But, if you
are going to have that
many games in one mini-comp, from people who would usually only be releasing one
game a year
anyway, then you aren't going to have any games from them the rest of the year.
So what is the solution? I don't think there is one. What AIF is experiencing,
at least in my opinion,
is the normal ebb-and-flow of the creative process. We could eliminate the mini-
comp, and spread
those games out during the year, but I don't think anyone wants to do that. We
could hold additional
competitions (something that has been suggested), and that may siphon off some
of the entries from
the mini-comp. We could lower our standards - leading to quantity without
quality. Is that what you
want?
Here's what I suggest. How about we knock off bashing new authors who aren't
quite up-to-snuff
yet? I have read more than one post from potential authors who have said that
they are simply
afraid of releasing a new game for fear of what people might say about them. For
as long as I have
been interested in AIF, we have called ourselves a "community". That has a
connotation of
openness and friendliness, and I think we live up to that. But, sometimes
members of our
community can be a little too harsh and unforgiving when it comes to
criticizing. Now, I'm not
saying we can't offer criticism of games whose quality could use some improving,
but saying "You
suck! I wish you would die! I wish your whole family would die so that I
wouldn't have to read this
drivel you call writing anymore!" doesn't seem like the right way of getting
additional authors to
join our community. (By the way, I'm exaggerating for effect. I don't think any
comments like that
have been posted.) And I admit - I may be one contributing to this seeming
"hostile writing
environment", being one of the contributors to the monthly AIF newsletter and
often writing
reviews of new games.
Even if we did this, or any other possible solution to the current game-drought,
do I think we'll
return to those times when 30 or more games are released in a single year? No, I
don't. Looking
back, those years were fueled by just a couple of writers who were especially
prolific during that
time period. I don't think we'll see that sort of writing again. But, neither do
I believe that AIF is
going to dry up and disappear.
* * *
Writing AIF Using TADS 3 by Knight Errant
The official release of TADS 3 last fall promises to greatly enhance AIF games.
Unlike other IF
development languages, TADS 3 offers unique developments that make the AIF
author's life
significantly easier. Unfortunately, as of yet there are no functional AIF
libraries released for the
current version of TADS 3 (although there are three independent efforts
upcoming). This makes
TADS 3 programming a little more difficult than TADS 2, but in my opinion the
advanced NPC
features alone make it well worth the effort of exploring. Here are a few of
the key features for
AIF authors:
Wide range of pre-defined classes
In TADS 3, everything you program is an object. Every object has a class, which
defines it's
behavior. Luckily, TADS 3 has a very wide range of classes which cover most
situations, from
decorations to vehicles. Simply by defining your curtains as a Decoration means
that the player
will get a simple "not important" message upon any attempt to interact with it.
Since you don't
want the default handling in every case, you can override any property of the
class for your
objects. Classes can also combine, so that you can create a dress that is both
Openable and
Wearable. If the existing classes aren't enough, it's fairly easy to create a
new class (such as body
part) based on the existing classes.
ActorStates
An ActorState is a pre-defined class which is a key component of TADS 3's NPC
behavior
systems. The ActorState has description properties which append short
descriptions to the
character's listing in the room and description. These are useful for including
behaviors to note the
actor's current behaviors, mood, etc. Furthermore, actors can (and usually
should) have more than
one ActorState. That way, when the player gives Erin the aphrodisiac, she
switches to the
"aroused" ActorState and all her descriptions change to reflect this.
ActorStates are also an
excellent way to simulate arousal levels, switching from one to the next as the
author defines.
Normally, when the player types something like >fuck Erin's tits, TADS goes to
the "Erin's tits"
object to see how to respond. Since this shouldn't always be allowed, the
author can redirect it to a
property in the current ActorState. That way, Erin will slap down the attempt
when you first speak
to her, but will let you have your way with her once she's unlocked. Since each
verb is handled
independently, you can have different handling for every arousal level.
TADS 3 has several sub-categories of ActorStates, useful for key components of
NPC activity.
Most basic is the HermitActorState, where the NPC ignores anything the player
does. There is the
AccompanyingState, where the NPC is following the PC from place to place.
Unusual for IF
games, there's also a GuidedTourState, so that the NPC can lead the PC from
place to place. This
means the player can type >follow erin to have the player automatically follow
her to the final
destination. Alternately, when Erin leads the tour north, the player can simply
type >n and Erin
will wait for him to catch up. The final two ActorStates are the
ConversationReadyState and
InConversationState. These two states define more advanced conversation
handling for your
NPCs, allowing a transcript that goes something like this:
Erin's room
Books and papers are scattered all over Erin's desk. Erin is sitting at her
desk, working on her
homework.
>hello
"Hi Erin, what's new?" you ask.
Erin sets her papers down and turns around. "I have a horrible test coming up in
chemistry, I'm
terrified of it," she sighs.
>l
Books and papers are scattered all over Erin's desk. Erin is turned around in
her chair, talking to
you.
>bye
"Well, best of luck," you say.
"Thanks." She turns back to her homework.
Thus, instead of just standing in a room waiting for the PC to come by, Erin
begins by doing
something on her own, in the ConversationReadyState. When the PC says hello,
she shifts into the
InConversationState and her descriptions change to reflect the fact that she's
now talking to you.
When the player says goodbye (or leaves the room, or lets a number of turns go
by without talking),
Erin goes back to her homework (and the ConversationReadyState). There can even
be more than
one InConversationState/ConversationReadyState pair, so that your NPC can react
differently
depending on if she's in class or in your bedroom, worried or happy.
Furthermore, each ActorState
can have it's own set of dialogue responses, so that the actor will respond to
your conversation
differently depending on the circumstances.
Note, ActorStates are not required for a properly functioning NPC, and can be
skipped if you prefer
the more traditional
portrayal.
Conversation system
TADS 3 supports the traditional ASK/TELL ABOUT X system. It does this through
use of several
classes: AskTopic, TellTopic, GiveTopic, ShowTopic. In addition, there are
combinations of these,
such as AskTellTopic, GiveShowTopic, and AskTellGiveShowTopic. The combinations
allow one
topic object to handle multiple commands with the same subject. The topic
objects are located in
the actor you're currently using, or in the ActorState the actor is currently
in. Placing them directly
in the actor means that they will be available no matter what state the actor is
in. Placing them in
the ActorState means that reply will only be active if the ActorState is active.
This allows the
actor's responses to vary according to their State (which can represent mood,
arousal, or whatever
you like).
To add further complexity, the Topic classes can be combined with other classes.
For example, it's
good to have a variety of default responses, since the player will read many of
them. Thus, you can
create an object that is both a DefaultAskTellTopic and a ShuffledEventList.
The
ShuffledEventList class means it will randomize a list of responses and each
time it is called it will
choose a different one. When it reaches the end of the list, it randomizes them
again and runs
through them. This means that it will be random, but won't choose the same
response twice until
it's chosen each one once, providing maximum variability. If you were creating
a topic like "ASK
ERIN ABOUT HERSELF", you'd probably want a AskTopic, StopEventList. This would
mean it
would start at the first response in the list and cycle through to the last one,
which would repeat
indefinitely. This would allow the author to incrementally reveal more
information as the
conversation goes on, and end with "I have nothing more to say about that" to
any further replies.
TADS 3 also has conversation options that are unique to the language. AltTopic
is an alternate
response to one of the standard types, it is active if a certain condition
(which the author defines) is
met. For example, say Erin's boyfriend is cheating on her, but she doesn't know
that at the
beginning of the game. You'd probably want Erin's response to ASK HER ABOUT
BOYFRIEND
to change after his perfidy is revealed. This is easily done with code like
this:
// This is the basic response
AskTopic @ boyfriend
"I love him,
Erin says. He's so good to me.
"
;
// This is the alternate response. The + connects it to the AskTopic it comes
from.
+ AltTopic
"That scumbag! I never want to hear his name again.
She cries. If
only there were
some way to get him back for
what he did ...
"
isActive = (gRevealed('affair'))
;
Thus, when the player ASKs ERIN ABOUT BOYFRIEND, they get the first reply before
the
'affair' trigger is revealed and the
alternate reply afterward.
There are a few other useful conversation classes. There are SuggestedTopics for
each of the
conversation types (SuggestedAskTopic, SuggestedGiveTopic, etc). These provide
cues to the
player for potentially useful avenues of conversation. Any that are active at
the beginning of the
conversation will be displayed as suggestions, such as (You can ask about X, or
give Y). This list
can be re-displayed with updated topics with use of the TOPICS command.
To add another layer of complexity and realism, TADS 3 offers conversation
nodes. These are a
way for the author to add a layer of structure on the conversation, usually for
a conversation on a
particular topic. They also allow the use of certain complex situations, such
as the NPC starting a
conversation or asking the player a question. They can be activated at the
beginning of the
conversation, or by a particular conversation topic. For example, when the
player exposes Erin's
boyfriend, Erin may want to talk about that for a little while. A conversation
node restricts the
conversation possibilities to only the topics within the node. The NPC can
object to an attempt to
change the subject (for example, demanding that the player answer the question),
or the author can
permit changing the subject, which deactivates the node. If you want the NPC to
pose a question to
the player, YesTopic and NoTopic allow the game to handle Yes or No replies to
the question.
Conversation nodes also allow the use of SpecialTopic, which permits use of
conversation
commands that don't readily fit the Ask/Tell system such as >COMFORT HER. Since
these are
unconventional responses, they are always suggested (even without the use of a
TOPICS
command). With all of these additional classes, TADS 3 permits more
conversation possibilities,
geared towards providing a more natural flow to conversations.
Command topics
Being able to tell NPCs to do things is particularly important for AIF. TADS 3
handles this
through CommandTopics. Much like other conversation options, CommandTopics can
be placed
directly in the Actor object or in the ActorStates depending on when the author
wants them to be
active. There are also DefaultCommandTopics, for any command the player
attempts which the
author hasn't prepared a specific response for. Just like the other
conversation possibilities,
CommandTopics and DefaultCommandTopics can be combined with ShuffledEventLists
to
provide a variety of responses. Other than that, however, they function much in
the same way as in
other IF systems.
Agenda Items
AgendaItems provide the mechanism for NPCs to take actions on their own
initiative. These
objects are added to the character's agenda manually, and then take effect when
certain conditions
are met. For example, an AgendaItem could be created for the NPC to strip the
PC. This could
take effect when the character's arousal is high enough and the player is still
fully-clothed. If both
conditions are met, then the NPC takes action and strips the player. There are
also
DelayedAgendaItems, which take effect after a time delay, and
ConversationalAgendaItems.
ConversationalAgendaItems are useful when you want the NPC to direct
conversation to a specific
topic. They take effect when they're active and the player hasn't spoken to the
NPC that turn, and
so allows the NPC to take advantage of a lull in conversation to bring up a
topic of interest to them.
Hint system
Many people on the boards only end up speaking up when they are having trouble
with games. To
help them, most of the time people use a walkthrough. However, a good hint
system is even better
than a walkthrough because it only gives hints on the specific topic and usually
gives multiple hints
on a topic in incremental specificity. TADS 3 includes classes to do this,
beginning with several
hint menus, each with it's list of topics. Each topic has a list of hints which
the player can reveal
one by one until the last. Furthermore, TADS 3 allows the author to hide a
topic until the player
has encountered the puzzle, and can hide a subset of the hints until the player
has encountered the
object required to solve the puzzle. The Reunion by Moriarty is an excellent
example of the TADS
3 hint system in action.
Conclusions
TADS 3 has placed a high priority on improving PC/NPC interactions, which is the
the heart (and
other organs) of AIF games. The addition of ActorStates and complex
conversation handling offers
excellent tools for AIF authors trying to create more realistic, well-rounded
characters. For those
of you with some familiarity with TADS, Girion's website has a more detailed
introduction to
ActorStates. Hopefully, as more authors become familiar with the tools TADS 3
presents, we will
see more realistic PC-NPC interactions in our games.
* * *
How to Write a One Night Stand: A Tutorial – Part 1 by Purple Dragon
So, you’ve been thinking about writing a game. Or maybe “thinking about” is too
strong. Maybe
you have just had a little nagging idea in the back of your mind for awhile. Or
maybe you’ve never
really considered it at all but now that I mention it, it might be kind of cool
to do.
Well, why don’t you? Let me answer that one for you.
I don’t have enough time.
I don’t have any good ideas.
I don’t have any idea how to program anything more complicated than my VCR.
No habla Ingles.
I can’t help you with that forth one but I can help with the other three.
Follow me and I’ll show
you how to write a One Night Stand.
Let’s start with a definition. What exactly do I mean by One Night Stand? This
type of game (also
referred to as “A Night With” as in “A Night With Troi”) is the simplest of all
game types. You
typically have 1-3 rooms, a few objects, and one character. That’s it. There
is a reason why
several of the first AIF games released were of this type. They are easy to
write, easy to program,
and a great way to get your feet wet. Let’s go back to those reasons we aren’t
writing a game and
see what happens.
I don’t have enough time.
You don’t really need a lot of time. This type of game can easily be written on
weekends or even
during lunch breaks at work. I speak from experience because I have been known
to bang out more
than a few paragraphs myself over my ham sandwich and fritos.
I don’t have any good ideas.
Again, you don’t really need one. These types of games don’t have much in the
way of a story, no
puzzles, no plot twists. What you have here is one girl (or guy) and some sex.
All you need to
figure out is who that person is.
I don’t have any idea how to program anything more complicated than my VCR.
That’s what I’m doing here. I’ll show you all you need to know to get your game
into playable
shape, but don’t worry about that part yet. The first few steps involve just
getting something down
on paper (or it’s electronic equivalent). We’ll get to making it play soon
enough.
Is what you are about to read the only way to write a game? Of course not. Is
it the best way?
Probably not but if you follow along and do the steps as they are laid out I
guarantee you will end
up with a finished game. Something that you can put your name on (or at least
your pseudonym of
choice), something that people will download and play and enjoy, all because you
took the time and
effort to create something out of nothing.
Let me just give a brief word on the programming here. I haven’t made up my
mind for sure yet
but the program that we will probably be using is Inform 7. With the help of
this tutorial I don’t
think it will be a problem to learn enough basics to write a game of this
complexity. I am also
writing a very simple sex extension that I will offer to anyone who wants to use
it. If you don’t
know what this is, don’t worry about it. Basically, it’s just something that
you can add to the game
that will handle all the basic sexual commands, which is probably the most
complicated thing that
anyone will be doing in a game like this. At any rate, we’re probably two to
three months away
from starting the programming steps. By the time we get there, you will have a
large chunk of the
text already written and can use it with whichever program you like so it’s not
something we need
to decide for sure at the moment.
So are you interested yet? A bit intrigued? Wondering if you might be able to
pull something like
this off after all? Here is what you do. You could just check in and read this
article for the next
few months. It will give you some general ideas and help you along a bit so
that you might just get
a game out it. However, what I am offering goes quite a bit beyond that. Let
me know that you are
following along and I will work with you one-on-one via e-mail with your
specific game. An offer
like this at your local community college could cost you dozens of dollars but
for a limited time I
am offering the complete “How to Write a One Night Stand” course absolutely
free. Order now
and you’ll receive this state of Kansas Jell-O mold at no addition cost. There
will be information
on what to do and how to contact me at the end of this article. Now, without
further ado, lesson
one.
Lesson 1 – Character and Setting
In the following months I will attempt to break the tasks down into manageable
chunks. You
should have no trouble following along and keeping up. Lesson one is probably
going to be, by far,
the shortest and easiest of the lessons but if you keep up I don’t think you
will find any of them all
that trying.
Characters
The characters are the heart and soul (not to mention all the naughty bits) of
any good AIF game.
At the very minimum, which is what we are doing here, you need a PC and one
other (we’ll call her
the love interest for now). Throughout this tutorial I will be using the words
her and she to refer to
the love interest. However, this is not to say that she has to be female. If
the love interest is male
(either because the PC is female or because you are writing a homosexual game)
then it will work
just as well. By the same token, the PC will be referred to as he.
Characters – The PC
PC stands for player (or playing) character and is the persona that you take on
of when playing a
game. This needs to be differentiated from “the player.” The player is the
person actually playing
the game, the PC is the character that is in all these wonderful situations in
which we are about to
place him.
There are different theories as to how much detail to give the PC. Some games
introduce a fully
developed character with a name, background, full description, etc. On the
other hand, some games
keep the PC as generic as possible, either referring to him simply as ‘him’ or
asking the player to
input a name at the beginning. It is argued that the ability to use your own
name when playing
makes the game more immersive. Usually, these types of PCs will not have much
in the way of
description or background so as not to spoil the illusion that the player is
that PC.
Which type you use is a matter of personal opinion and can also depend on the
type of game you
are writing. For our purposes here, either will work but to keep it simple, my
suggestion is to go
with the more generic PC. You will have plenty of time to create that
wonderful, memorable PC
when you’re a bit further down the road. You don’t really even need to make the
decision right
now. As we move through the game you might get ideas about him that will help
you to make a
more informed decision later on.
Whichever you choose, the PC should have at least a basic description. If you
don’t want to
mention any physical characteristics then say something about who he is in
general, what he is
thinking, feeling, or who he is lusting after. And for heaven’s sake, give the
poor guy a penis. It is
a pet peeve of mine when I type ‘x cock’ and am told “You don’t see anything
special about the
cock” or worse, “You don’t see that here.”
Characters – The Love Interest
First and foremost we have to know who our love interest is going to be. This
can be a celebrity, a
character from a book, TV, or movie, someone you know from work or the gym
(although for
obvious reasons you would want to change the name if you go this route) or
someone you make up
completely out of your own imagination. The possibilities are endless but I bet
you don’t really
need endless possibilities do you? I bet you already have someone in mind.
Someone you’ve
thought about, fanaticized about, drooled over a bit. Come on, you know you do.
In real life you
may or may not have a snowball’s chance in hell of scoring with her but this
isn’t real life, this is
fiction and anything is possible. For now just choose someone and keep her in
mind as we go
along. We’ll flesh her out (and oh yeah that pun was intentional) in a bit.
Setting – The Rooms
“Rooms” is a generic term that I am using to represent any single location in a
game. The room
does not actually have to be a real room but can be also be the backyard of a
house, on the beach, in
the lake, etc. The main thing for our purposes here is to keep it simple.
Think about the person
you’ve chosen above. What kind of setting do you see her in? A bedroom in a
house, a castle
courtyard, a dungeon, a space ship? There are tons of options depending on who
you have chosen
and what you are thinking about at the time. Just keep the number of actual
rooms small. It is
quite possible to write a One Night Stand with only a single room and certainly
you don’t want to
have any more than three or four. Remember that every room you add is also
going to add to your
workload because rooms have objects in them that must be described, which brings
us to our next
heading.
Setting – Objects
It has been debated long and hard just how fully implemented the environment in
a game should be.
I won’t go into all that here but even if you don’t want to get into describing
every single blade of
grass on the front lawn, (and who does?) there are still things that need to be
there or the game
feels empty. What these things are will of course depend on the type of room
you are in. Are you
in a bedroom? Logic dictates that there should be a bed around somewhere. Is
it a living room?
Probably a couch. A bathroom? Most bathrooms I’ve been in have had toilets.
I don’t want to belabor the point but once you decide what kind of room or rooms
you are going to
have, go through and make a list of all the objects you believe should be in
them. Don’t spend too
much time racking your brain at this point. Just list the most obvious things
and move on, others
will pop up as you go along.
Checkpoint 1
Ok, so what do we have so far? By this point you should know the following.
Who is our love interest?
Where does the game take place in general?
What rooms are going to be in the game?
What are some of the objects in each room?
All this shouldn’t take you more than a few minutes to figure out. You probably
already know
most of it by just thinking as you read along. Certainly it won’t take you as
long as it took me to
write this article (or probably you to read it).
Since the original game of this type was (I believe) “A Night With Troi” I have
decided to pay
homage to it by keeping my choice in the Star Trek universe. One of my favorite
characters was
Kes from Voyager and she will be my love interest here. So my answers to the
questions would be.
Kes
The starship Voyager
Sickbay
Bio-bed, medical equipment, computer
So far, so good, but now we get to do a bit of work as we begin to develop our
characters and
environment.
The Love Interest
You have your love interest picked out so now what to we do with her? – Heh heh,
I’ve got a few
ideas – But no, we’ll get to that soon enough. First we have to figure out who
she is and we’ll start
with descriptions. At the very least you need to have a description of the
character but since this is
AIF you will probably want to describe various body parts as well. How many
body parts is up to
you. You’ve probably heard the term ‘The Big Three’ meaning tits, ass, and
pussy. In addition to
these you may want to include a few more to add a bit of depth. Some good
suggestions are legs,
hair, eyes, mouth, or maybe just face that encompasses all facial features.
Don’t go overboard here.
If you want to make that fully functional girl, try it on your next game. A
couple of extra parts is a
good idea but there is no need at this point to start adding clitoris, mons,
labia majora, labia minora,
perineum, etc. What’s a perineum? Well, in spite of what our AIF glossary
says, perineum is the
actual medical term for the area between a woman’s vagina and anus. There’s
your anatomy lesson
for the day.
Don’t forget that unless she is going to start the game out naked you will need
two descriptions for
each, one while clothed and one unclothed. Let’s assume you are going to take
my advice. Here
are the descriptions you will need.
Girl (dressed)
Girl (naked)
Tits (dressed)
Tits (naked)
Ass (dressed)
Ass (naked)
Pussy (dressed)
Pussy (naked)
Legs (dressed)
Legs (naked)
Hair
Eyes
Mouth
You don’t necessarily have to get these perfect. I find that sometimes I end up
using exactly what I
write at first, and in other cases I end up rewriting them two or three times.
Note that we have said
nothing about how she actually comes to loose her clothing. It is not important
at this time, just
write the descriptions and we’ll worry about the clothing later.
I’m not going to waste the space by printing all my descriptions but here are a
couple of examples.
I name all these like they are commands being entered, ‘x kes’, ‘x tits’, etc.
This is to differentiate
from later commands when we start writing the sex. Do it however you want as
long as you can
keep it organized.
X Kes (dressed)
To all appearances Kes seems to be a normal, 20 year old woman (although
certainly a very
attractive one). It is hard to believe that in reality she is only two years
old. You know that her
race, the Ocampa, have only a 9 year life span, which makes her subjective age
roughly the same
as yours but it’s still a bit strange. The only physical difference between her
race and yours that
you can see is her ears, which are lobeless and slightly pointed on top. Even
this is not normally
apparent since her short blonde hair normally covers them.
She is fairly short, maybe 5’2 or 3, but she somehow exudes strength that isn’t
apparent in her
physical frame. What is apparent is her beauty, there are not many women on
board, and in fact
not many that you have met at all, who are more beautiful. Her short blonde
hair, piercing blue
eyes, and bright smile give her a pixie like quality that is both cute and
alluring.
She is wearing a sleeveless maroon dress over a dark blue blouse that
effectively coves all skin from her neck down to
where the dress ends just above her knees. But even though her clothing is
concealing, it is tight enough to give more
than a hint of the body it hides. Her firm breasts and tight ass are clearly
outlined by the dress as she moves around
the room and what you can see of her legs is magnificent.
I give her height in feet and inches here. In Star Trek they tend to use the
metric system (or
probably some other official term but I’m not enough of a trekie to know it) so
it probably would
have been more accurate to say she was 160 cm tall or some such. The reason I
didn’t is that I’m
an American and stuck in the mire of our antiquated measuring system, so there.
X Kes (naked)
When you look at Kes your gaze is normally drawn to her piercing eyes and warm
smile, but then again you don’t
normally have so much else to look at. Her beautiful bare breasts stick out
proudly as you slide your eyes across them
and down her slim stomach. You can see the lips of her pussy, uncovered by
clothing or hair, peeking out from
between her gorgeous legs and when she turns you spy that tight little ass that
you have watched so often, swaying
under those dresses that she usually wears. When you can finally drag your eyes
away you look up into hers and find
her smiling at you as warmly as ever, although you don’t recall ever seeing that
such a mischievous look in her eyes
before.
You notice here that I didn’t give all the background information in the second
description. I am
assuming that the player would have examined her while she was clothed and there
is no need to
repeat it all now. Normally, making assumptions about what the player is going
to do is not good,
but in this case we are probably safe.
X Tits (dressed)
Her tits press against her tight dress, forming a perfect impression of what her
clothing conceals.
You search for any hint of her nipples on the two perfect globes but your search
is, unfortunately,
fruitless.
X Tits (naked)
You look down at her beautiful breasts with a longing in your heart and a
stirring in your groin.
They are hardly the largest you have ever seen but they seem more than ample on
her petite frame.
The small nipple in the center of each is slightly erect and seems to be calling
out to you, although
that’s probably just your imagination.
Anyway, you get the idea. Get something down now and you can change or add to
it later as
needed. For instance, I normally wouldn’t add ears as a body part to be
individually examined but
since I made a point of mentioning them in her general description, it’s
probably a good idea here.
The General Setting
Nothing you really need to write here at the moment but you do need to have the
setting in mind as
you go along if it will have any bearing on the rest of the game. For instance
you wouldn’t want to
say something about watching a show on TV the night before if the game is set in
King Arthur’s
court. A bit of a silly example there but you get the point.
The Rooms
For each room you need to have a basic description that states what the
surroundings look like,
objects visible, and exits (if there are any). Don’t forget that last one.
Even in a small game,
making the player guess which way he has to move to get out of the room is
annoying.
In my own game I have decided to keep it very simple by only having a single
room, the sickbay.
Sickbay
It looks like most of the other sickbays you’ve been in on other ships during
your career, a lot of high tech gadgets and
blinking lights. You have been lucky enough that you have not had to visit it
since you came in for your yearly physical
shortly after reporting for duty on Voyager. There is a medical bed in the
center of the room and various pieces of
equipment neatly arranged throughout. The exit to the corridor is to the south.
Even though the player cannot leave the sicbay, I still mention the exit to the
south because there
should be an exit. Later we will talk about how to handle the situation when
the player tries to
leave that way.
Objects
Now is the time to take a look at that list you made up. At this point, don’t
worry about being too
comprehensive. Other objects will occur to you as you go along and you can add
them in at that
point. What is important for the moment is to get the basics down. These may
not even be the
final descriptions but you want to write something. Believe me, you don’t want
to save these until
last. Object descriptions (at least for me) are the hardest things to write
because they tend to be the
most boring. If I saved them until last, I might never have finished a game.
In my own case I listed three above.
Bio-bed
It’s a standard Starfleet bio-bed. The patient lies on the bed and all their
medical readings are
shown on a display above it.
Right away there is an object I didn’t think about. The display could just be
part of the bed but I
think it will work better to have it as a separate object so let’s add it.
Display
The Display shows the medical readings of the patient lying on the bio-bed. Non
medical
personnel like yourself have a hard time interpreting more than about half the
information that is
displayed.
This is a good example of a simple thing that can turn complicated. It would
make sense for the
description of the monitor to change depending on whether someone is lying on
the bed at the
moment. Make a note of this kind of thing but don’t worry about it too much at
the moment.
Medical Supplies
There are medical supplies all over the room. You recognize what a few of them
are but most are a
complete mystery to your untrained eyes.
Computer
The computer on Voyager, like on all other ships in the fleet, is an omnipresent
fact of life. You can
access it from anyplace on the ship to call up whatever information you need at
the moment.
You may have noticed that I didn’t list the computer in the room description but
am still giving it a
description. This is a personal preference but something I tend to do in my
games. There are
always a few things that I don’t think are important enough to list but at the
same time might be
something you would expect to find in the room. I am not thinking (at this
point) that the computer
will play much of a part in the game but since anyone who has ever watched star
trek would expect
it to be in any room on the ship, I’m including it for their benefit.
Checkpoint 2
If you follow this tutorial to this point you should be well on your way to
having a game going. It
may not seem like it but look what you have. You have the love interest defined
and described.
There is obviously going to be quite a bit more to do with her but you have the
basics down. You
have the game environment. The rooms and basic objects that make up the
background for the
game. Some people will say that defining things like this before coming up with
the story for the
game is doing things backwards and they may be right. If we were writing a
larger, more complex
game they would almost certainly be right. However, in this case, the focus is
really on that one
girl in the game and fixing her firmly in your mind is (in my opinion) the most
important thing to
do.
Next month we’ll start working on interactions with our girl. We’ll take a look
at different
conversational options and start writing the sex (oh yeah). Until then, have
fun and think dirty
thoughts.
How to get the most out of this tutorial
Probably the most common reason why someone starts writing a game and never
finishes is
frustration. Even in a game this small you will get frustrated at times. It
helps immeasurably if you
have someone to talk to about it, to bounce ideas off of, to answer the
questions that come up. I am
offering to be that person for anyone who would like to participate.
What to expect from me
Answers – You are going to have questions as you go along, ask away and if I
don’t know the
answer, I’ll find out for you.
Feedback – Some people like to keep everything to themselves while others want
feedback every
step of the way. I’ll give you as much or a little help as you want. Just let
me know.
Confidentiality – Any information that you share with me about your game will be
discussed with
NO ONE unless I get your permission to do so.
What I expect from you
The only request I have is that if you tell me you are writing a game and then
change your mind, let
me know so that I’m not still expecting to hear from you. I can’t force anyone
to finish a game and
wouldn’t do it even if I could. I can offer support and technical advice but
the desire to finish has
to come from you.
How to contact me
If you are coming along for the ride please let me know. Even if you don’t
really want any help it
would help me to know that someone is reading this and finding it (if not
helpful) at least
interesting.
My email address is purpledragon.aif AT gmail DOT com.
* * *
Game Reviews
Deanna
Review by A. Bomire
Name: Deanna
Author: Optimus
Platform: TADS 2
Size: 230KB
Content: m/f, light BDSM
Game Type: One Night Stand
Length: Short
Extras: none
Reviewed: August 2007
Basic Plot
This game is based upon an earlier work, Badman's classic 1991 A Night With
Troi, one of the
original "A Night With" or "One Night Stand" games. The game is set in the Star
Trek universe,
specifically "Star Trek: The Next Generation". It involves you having an
evening's encounter with
Deanna Troi, the ship's counselor, in her quarters.
Overall Thoughts
Despite being based upon an earlier work, this game stands out on its own. It
shares with the
original work the title character and the setting, but everything else is new
and even improved. This
game is written using the TADS authoring language, a vast improvement over the
original AGT
game, along with the MMX library. None of this means anything to the player,
other than the fact
that the play is much smoother and the "guess the verb" problems practically
non-existant.
Puzzles/Game Play
The game starts with you in Deanna's quarters, and she is obviously ready and
willing to begin any
sort of action you desire. As such, there aren't really any puzzles with regards
to "scoring" with
Deanna. But, don't let that deceive you! The puzzles lie in finding all of the
little extra things you
can do with Deanna - in the living room, the bedroom and even the bathroom. And
those puzzles,
while not very difficult, are just difficult enough to make you work for your
reward.
One of the puzzles does involve a little "guess the verb", but that was the only
one I could find. The
rest of the game play is smooth and typical of what we've come to expect from
modern AIF games.
Sex
In this type of game, the only type of scenes ARE sex scenes. And Optimus
doesn't disappoint. The
scenes use a building arousal system, where the more you interact with Deanna,
the hotter she
becomes until her climax overcomes her. Sometimes using this system can lead to
tedium as the
same responses are repeated over and over until climax. This is true of Optimus'
descriptions, but
he varies them so that you don't always get the exact same response, so it isn't
too bad. The scenes
described are also much longer than is typical for a game using a building
arousal system, which
also helps.
As I mentioned at the top under "Content", there is also some light bondage and
spanking in the
game. These scenes aren't required, so if this isn't your cup of tea then you
will have no trouble
playing the game and skipping these encounters.
Technical
Other than the small "guess the verb" problem with one of the hidden extras, I
could find no
technical problems with the game.
Intangibles
As good as this game is with the normal sexual encounters with Deanna, the true
fun of the game is
finding all of the small hidden things Optimus has placed within the game. There
isn't a huge
treasure trove of hidden items, but the ones that are there are fun and
interesting enough to make it
worth your while to find them.
Final Thoughts
I enjoyed this game when it came out, and hadn't played it in a while when I
decided to review it.
When I did, I rediscovered the pleasure I'd always found in playing the game.
There isn't the long,
drawn out quest or brain-racking puzzles you'll find in other games, and that
isn't always what I'm
looking for when playing a game. True, I enjoy those games as well, but
sometimes I'm just in the
mood for a quick, fun game. If that is what you are looking for, then this is
the game for you.
Rating: B+
Relatives
Review by Purple Dragon
Game Info: Relatives (Updated Version)
Author: Vachon
Release Date: July 2003
Platform: Adrift 3.9
Size: 46 KB
Content: mf, incest, underage (16 yo), voyeur
Type: T&AIF
Length: Short
Reviewed: August 2007
Extras: None
General Information (on Vachon’s games)
To save myself some time I’m just going to write this once and add it to all my
reviews of
Vachon’s games (unless of course I find one it doesn’t apply to).
Well, My mouth got me into trouble again when I posted on one of the boards that
I would be
willing to play and review all of Vachon’s games. I imagine that I was drunk at
the time but
whatever the reason, I’m here to make good on my promise so that there is a
written review of the
games for anyone contemplating playing any of them. My suggestion if you are
thinking about
loading one up is don’t. However, If you must then please realize that these
games represent (by
nearly unanimous opinion) the worst that AIF has to offer. You have been
warned.
I’m not really sure what Vachon’s native tongue is but suffice it to say that he
has only a passing
familiarity with the English language. As a result, just about the only
responses you get that
contain no spelling or grammar mistakes are the default messages supplied by
Adrift. I’ve never
before been so glad to learn that there is evidently no need for language like
that (at least it was a
complete sentence).
The spelling and grammatical errors range from merely annoying to nearly
incomprehensible.
Simply using a spell check of some kind would have at least cut down on some of
these but
evidently such a thing did not exist when he was writing his games. Playing
through his games
gives me a bit of a headache because it actually reads almost like a foreign
language that I have to
translate as I go along to make sense of what is happening.
If all that is not enough to send you running the other way then please read on.
Basic Story
The object is to have sex with your three sisters.
Overall Thoughts
Wait a minute, have sex with three sisters? Didn’t I already review this game?
No, that’s right,
that was a completely different game where you have sex with your three sisters.
I don’t know
what the author’s family situation is but if he has any sisters I certainly
don’t want to know about it.
Puzzles/Game Play
A couple of the standard find object/give object/fuck girl type puzzles but
that’s about it. The game
is very linear and the next girl doesn’t even show up until you have scored with
the previous one.
Sex
Once again the sex just doesn’t make much sense and is fairly boring to boot.
The author did try to
give each girl a separate personality, which is refreshing but they don’t really
seem to stay in
character for the whole time. For instance, the ‘reluctant’ sister is one
minute saying that you really
shouldn’t do that because you’re brother and sister, then the next minute
begging you to do more,
then she goes back to saying that you really shouldn’t do that. It’s annoying
and when you add the
fact that you have to do the various sex acts in a particular order it makes it
even more so.
Technical
Technically speaking this game is actually a bit cleaner than some of his
others. Some objects can
be examined and you can even look out the windows. The girls have at least a
couple of body parts
that you can examine and they all have several topics you can ask them about.
Final Thoughts
The updated version is the one I am reviewing and if you are planning on playing
this game then
that is certainly the one you should play. When compared to the original it is
almost a good game
(but only when compared to the original). If you download the zipped file then
it should come with
a walkthrough and I recommend you use it. You can definitely finish the game
without it but since
you have to do most of the tasks in a particular order it will save you a lot of
typing and cut down
on the number of times the game has to tell you “Not Yet.” The author gets
kudos for actually
taking the time to try to improve his game but even with the improvements
there’s not much to
write home about.
Rating: D-
No Ordinary Love
Review by Purple Dragon
Game Info: No Ordinary Love
Author: Vachon
Release Date: Feb 2004
Platform: Adrift 3.9
Size: 29 KB
Content: mf, incest
Type: Bug Fest
Length: Short
Reviewed: Aug 2007
Extras: Headaches
Basic Story
You and your sister Lucy are lovers. Your parents have found out about it and
locked her in her
room. You have to find some way of getting around the obstacles to reach your
true love.
Overall Thoughts
I thought that there couldn’t be anything more annoying than the author’s usual
habit of leading
you through the game one step at a time with no real choice of what to do next.
I was wrong. In
this game you have a choice, you can do different things but none of them seem
to make any
difference in the end. It’s one bug layered on top of another. I talk more
about that in a moment.
Puzzles/Game Play
If you were playing this game the way that the author probably meant you to (not
that I would
presume to know what this author is thinking most of the time) then there are a
couple of simple
puzzles that you have to get past. In addition to the standard find object/give
object puzzles there is
a conversational puzzle. A very simple one, true, but at least he was trying
something different.
Sex
To say this game is light on the sexual content is an understatement. There are
two sisters in the
house (isn’t it usually three? Oh well) the one you are in love with (Lucy) and
the other one (Kim).
The only sexual encounter is with Kim and there are a total of 5 commands if you
count kissing her
twice. I suppose I could have missed one but I got all the points so I doubt
it. In most cases this
would be a bad thing but this author’s games are the only AIF games I know that
are actually
improved the less sex they have so it all works out.
Technical
Ok, here we go. Technically speaking this is the absolute worst game of his
that I have played.
Let’s start with the big one, the locked door. Lucy is supposed to be locked in
her room but in the
very beginning you can walk right in. In fact, do you want a walkthrough for
the game? Here you
go.
S
S
S
Fuck Lucy
Game done and if you simply must play it, I suggest that you use that
walkthrough. You still won’t
enjoy the game but at least you won’t waste as much time.
But for a moment lets just ignore the fact that her door is wide open and that
there is really no point
in all the clever little puzzles he set up. One thing you are going to need is
the video but where is
it? I know there has to be one because when you walk into your parents’ room
the description tells
you “If you want to watch a move (sic), just type ‘play video.’” There are two
desks in the room so
that looks like a good place to start. Open the left desk and you find a
magazine, which you can
take and read and which you need later for another puzzle. When you open the
right desk you find
. . . nothing. Hmm, that’s strange. After looking around for the video I went
back to the room and
took a closer look at that desk. You can examine the desk and the drawer but
there is nothing in it.
I tried ‘x video’, nothing. Then, on a whim, I tried ‘take video’ eureka! The
invisible, nonexistent
video pops into being and all is well with the world. The video is of your
parents having sex and
you can use it to blackmail your mother into unlocking Lucy door (which is
already unlocked
remember). I assume that this was supposed to be the solution to getting into
her room. There is
talk of a ladder and climbing up to her window but the ladder is described as
being broken, not that
it matters since you can’t get outside anyway.
There are many other bugs but you probably get the idea. Whenever you decide to
go into her
room, it always ends the same way. As soon as you try anything sexual with her
she tosses you out
for having sex with Kim and the game ends. This happens even if you have never
even seen Kim
so like I said, anything you do seems to be pointless in the end.
Final Thoughts
This was a very bad game. Even if is hadn’t had all the bugs it still would
have been a bad game
but with them there is absolutely no reason to waste you time on it. I thought
about giving it a few
points for not making me sit though pages and pages of
“ooooooooooooohhhhhhhhhhhhhhh
yyyyyyyyeeeeeeeeeeeessssssssssss, fffffuuuuuuuckkkkkkkk mmmmmeeeeeeeeeeeee.
IIIIIIIIIIIIIII
wiiiiiiillllllllllllllllll ccccccuuuuuuuuuuuummmmmmmmmmmmmmmm!” But in the end I
decided
not to since I don’t want anyone getting the wrong idea. To paraphrase the
comic book guy,
“Worst Game Ever!”
Rating: F
Fantasy
Review by Purple Dragon
Game Info: Fantasy
Author: Vachon
Release Date: Apr 2004
Platform: Adrift 3.9
Size: 20 KB
Content: mf, voyeur
Type: T&AIF
Length: Short
Reviewed: Aug 2007
Extras: None
Basic Story
I’m tired of pretending any of these games have stories so let me just say that
the object is to fuck
all the girls and leave it at that.
Overall Thoughts
The game starts out by telling you to read the notes that came with it because
you will need them.
The problem is that no notes came with the game. The place I downloaded this
game from had the
game file by itself, not zipped with any other files. From what I can tell you
are a college student.
There is another student who appears to be your girlfriend or maybe just a good
friend who wants
to fuck you. There is another girl who you really want to be with. There is
the mayor’s secretary
who wants some and you evidently have some kind of history with the girl who
runs the local bar
but I’m not sure exactly what that is. All in all this one is even more
confusing than his normal
games.
I actually wondered a couple of times if this was really Vachon’s game or the
work of some
demented copycat since in some ways it is very different than the others I’ve
played. Although the
English is certainly broken enough to qualify there is nary a sister or underage
girl to be found in
the game.
Puzzles/Game Play
Like most of the author’s other games this one is very linear. Fuck one girl
and the next one is
unlocked or you get an item to unlock the next one, which amounts to the same
thing.
Sex
The sex, like the rest of the game, is very linear. Try to do something too
early and it tells you not
yet. Try to do something again and it tells you to try something else. I
really don’t understand why
the author didn’t just make some of these into stories instead of games since,
due to the lack of
interactivity, that’s what they basically amount to. There is enough bad
erotica out there where it
would blend in nicely and if you really wanted to read it you could do so in
significantly less time
without having to guess the predetermined order in which to type the commands.
Technical
There are no game killing bugs here but the normal language problems and lack of
almost every
single object you should be able to examine really hurt it.
Final Thoughts
It was nice to see the author try his hand at something other than his normal
incest-fests but the lack
of any plot, one-dimensional characters, and boring, linear sex scenes make this
an experiment that
must be considered a failure.
Rating: F
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Editor:
A Ninny is an AIF player, author of three AIF games and frequent beta-tester.
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BBBen is an AIF author. His games have received two Erin awards, numerous
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Grimm Sharlak is the author of two AIF games: Breakout and Of Masters and
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Bitterfrost is a longtime IF/AIF player working on his first (and last) game,
How I Got Syphilix.
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Please direct all comments, articles, reviews, discussion and art to the Editor,
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