Cryptozookeeper | |
---|---|
Developer(s) | Robb Sherwin |
Publisher(s) | Robb Sherwin |
Designer(s) | Robb Sherwin |
Engine | Hugo |
Platform(s) | platform independent |
Release | 2011 |
Genre(s) | Interactive Fiction |
Mode(s) | Single-player |
Cryptozookeeper is an interactive fiction game written and self-published by American developer Robb Sherwin in 2011. [1] Cryptozookeeper was written in the cross-platform language Hugo and runs on Windows, Macintosh OS-X, and Linux computers. Cryptozookeeper was released under a Creative Commons license and contains more than 12 hours of game play. [2]
Cryptozookeeper combines both traditional elements of story-based interactive fiction while adding in fighting elements. In the game, players assume the character of William Ezekiel Vest and must splice together DNA samples to form a stable of fighting cryptids, all while solving puzzles in the off-kilter town of Christmas City. [3] In an interview with BlueRenga, Sherwin described the game as "a game that lets the player assemble various DNA snippets that they pulled out in a Zork-style treasure hunt, into the various monsters of legend and cryptozoology. At the same time, I am hoping to have character interaction in the game that makes it familiar to people that have played some of my other wares." [4]
Cryptozookeeper is a "character-driven graphical text adventure" [2] that requires players to enter text commands such as "go north" or "unlock door" to interact with the game. In addition to talking with the game's multiple non-player characters, players can also "Scan" the environment to obtain additional hints and information about their environment. [5]
A large part of game involves collecting DNA samples and creating cryptids. The game includes 60 unique cryptids that can be created and trained for fighting. [6]
Cryptozookeeper was released as a free download under the Creative Commons 3.0 Attribution-Noncommercial-No Derivative Works 3.0 Unported license. The large (500 megabyte) game can be downloaded for free from multiple sources including the Internet Archive. [7]
Additionally, for a limited time the game was available in a physical two-disc package that contained the following: [2]
In his review of the game, Rock, Paper, Shotgun writer Adam Smith called Cryptozookeeper "genuinely funny, creepy and clever." [8]
Interactive fiction author and blogger Rob O'Hara referred to Christmas City (the game's setting) as "part-nightmare, part-dark comedy" and described it as a place where "the X-Files meets Nightmare on Elm Street: Part 3." In reference to the game's writing, O'Hara writes: "Like all of Robb Sherwin’s games, the world of and characters within Christmas City are a conglomeration of pop culture references and technobabble. Sherwin entertains as earnestly as he offends. There are jokes about baseball and stigmata and trolls who edit Wikipedia entries. Not every joke sticks and I doubt everyone will get all the references (I know I missed some), but the ones I did get made me laugh. As with his previous games, Sherwin’s strong suit continues to be his writing [...] From the text to the puzzles, Cryptozookeeper is a challenging game. It’s a game that engages players on multiple cylinders. I’m guessing the subject matter, language, and puzzles may not strike a nerve with all IF gamers, but for the ones it does, Cryptozookeeper is a guaranteed good time." [3]
Interactive Friction writer SnowBlood said Sherwin's "worlds are dark and unpleasant, yet filled with humor at every turn. His characters feel alive, with a sense that they continue to lead their lives both before and after the events in the game. It feels unlike any other text adventure, as if Sherwin has developed the game while remaining totally isolated from the modern "interactive fiction" community. This means that, for once, you are not a lonely NPC, wandering around an empty unpopulated world, finding scraps of "diaries" to uncover the backstory (because of your amnesia, natch). From the outset, you are meeting PCs, having long conversations (through a somewhat clumsy keyword-based conversation system), and many of these guys will actually join you, accompanying you for long swathes of the adventure. What's more, these characters are pretty dynamic, reacting to, and speaking about, your actions and the events going on around them. This isn't like dumb chatbots, spouting "quips" randomly and irrelevantly, this is actual conversation. Neither is it a glorified "hint system", nobody is talking about how you should be using the green key on the green door, they are far more likely to be insulting each other or the player-character. Yes, these are characters who are not necessarily "united by a common goal", but actually have antagonism towards each other. How often have you ever seen things like this in a text adventure game? It's the total opposite of the prevalent mode of "PC-Centred" game design, i.e. the world is a static toybox that only comes to life in the presence of the PC, the story progresses only through the action of the PC, and, like Zaphod Beeblebrox, the world only exists for the convenience of the PC. Sure, CRYPTOZOOKEEPER still follows this mode deep underneath, but it does a great job, better than any other text adventure I can think of, at hiding it on the surface." [5]
SuperVerbose writer Paul O'Brian called Cryptozookeeper "the most Sherwin-esque Sherwin game I’ve yet seen. It’s gonzo, it’s funny, it’s extreme, and it’s shambolic, and it’s all these things to the most highly refined degree I’ve ever seen Robb accomplish, which means it’s all these things to the most highly refined degree I’ve ever seen anyone accomplish." [9]
In 2011, Cryptozookeeper won the following 5 categories in the XYZZY Awards: [10]
Cryptozookeper was also a finalist in the Best Story category. [11]
In 2010, Cryptozookeeper won second place at IntroComp. [12]
Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.
Inform is a programming language and design system for interactive fiction originally created in 1993 by Graham Nelson. Inform can generate programs designed for the Z-code or Glulx virtual machines. Versions 1 through 5 were released between 1993 and 1996. Around 1996, Nelson rewrote Inform from first principles to create version 6. Over the following decade, version 6 became reasonably stable and a popular language for writing interactive fiction. In 2006, Nelson released Inform 7, a completely new language based on principles of natural language and a new set of tools based around a book-publishing metaphor.
Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games.
Colossal Cave Adventure is a text-based adventure game, released in 1976 by developer Will Crowther for the PDP-10 mainframe computer. It was expanded upon in 1977 by Don Woods. In the game, the player explores a cave system rumored to be filled with treasure and gold. The game is composed of dozens of locations, and the player moves between these locations and interacts with objects in them by typing one- or two-word commands which are interpreted by the game's natural language input system. The program acts as a narrator, describing the player's location and the results of the player's attempted actions. It is the first well-known example of interactive fiction, as well as the first well-known adventure game, for which it was also the namesake.
Photopia is a piece of literature by Adam Cadre rendered in the form of interactive fiction, and written in Inform. It has received both praise and criticism for its heavy focus on fiction rather than on interactivity. It won first place in the 1998 Interactive Fiction Competition. Photopia has few puzzles and a linear structure, allowing the player no way to alter the eventual conclusion but maintaining the illusion of non-linearity.
Galatea is an interactive fiction video game by Emily Short featuring a modern rendition of the Greek myth of Galatea, the sculpture of a woman that gained life. It took "Best of Show" in the 2000 IF Art Show and won a XYZZY Award for Best Non-Player Character. The game displays an unusually rich approach to non-player character dialogue and diverts from the typical puzzle-solving in interactive fiction: gameplay consists entirely of interacting with a single character in a single room.
The XYZZY Awards are the annual awards given to works of interactive fiction, serving a similar role to the Academy Awards for film. The awards were inaugurated in 1997 by Eileen Mullin, the editor of XYZZYnews. Any game released during the year prior to the award ceremony is eligible for nomination to receive an award. The decision process takes place in two stages: members of the interactive fiction community nominate works within specific categories and sufficiently supported nominations become finalists within those categories. Community members then vote among the finalists, and the game receiving a plurality of votes is given the award in an online ceremony.
Blue Chairs is an interactive fiction game by American author Chris Klimas.
Spider and Web is a piece of interactive fiction written by Andrew Plotkin.
The Frenetic Five is a series of three text adventures about a band of superheroes, all made with TADS version 2 and distributed as freeware. The series was created by Neil deMause for the Interactive Fiction Competition.
Emily Short is an interactive fiction (IF) writer and creative director of Failbetter Games, the studio behind Fallen London and its spinoffs.
Jon Ingold is a British author of interactive fiction and co-founder of inkle, where he co-directed and co-wrote 80 Days, and wrote Heaven's Vault and Overboard!. His interactive fiction has frequently been nominated for XYZZY Awards and has won on multiple occasions, including Best Game, Best Story and Best Setting awards for All Roads in 2001. Ingold's works are notable for their attention to the levels of knowledge that the player and player character have of the in-game situation, with the effect often depending on a player who understands more than the character or vice versa. Ingold has also written a number of plays, short stories and novels.
Lula 3D is an adult adventure video game developed and published by cdv Software Entertainment for Microsoft Windows. It was released in Europe on June 22, 2005. It is part of the Lula video game series.
Anchorhead is a Lovecraftian horror interactive fiction game, originally written and published by Michael S. Gentry in 1998. The game is heavily inspired by the works and writing style of H.P. Lovecraft, particularly the Cthulhu mythos.
Vespers is an interactive fiction game written in 2005 by Jason Devlin that placed first at the 2005 Interactive Fiction Competition. It also won the XYZZY Awards for Best Game, Best NPCs, Best Setting, and Best Writing.
Jigsaw is an interactive fiction (IF) game, written by Graham Nelson in 1995.
Earth and Sky is an interactive fiction trilogy written and produced by American author Paul O'Brian about the adventures of a brother and sister who gain superpowers while searching for their lost parents. Games in the series have won awards in the annual Interactive Fiction Competition and received an XYZZY Award.
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.
Rat Chaos is a 2012 stream of consciousness art and browser game created by Winter Lake.
Snack Time! is a 2008 interactive fiction work by Renee Choba, which she co-authored with Hardy the Bulldog, who also features as the player character (PC). Snack Time! presents the interactor with the challenge of getting a snack while playing as Hardy the Bulldog. Hardy must complete a series of steps, each of the five steps worth ten points, making a score of 50 possible, in order to get the sandwich from the human owner. Taking place within just a few rooms of living space, the interactor must position themselves from a dog's perspective in order to successfully complete the game.