All Roads
Jon Ingold, 2001
Premise
You awake, and travel by some supernatural means to... whoops,
to a scaffold where you are about to be hanged. So you travel
again, this time to a holding cell. Still less than ideal, but
more manageable...
Spoilers
All Roads won the last interactive fiction competition
I voted in, back in 2001. The review I wrote at that time
focused almost entirely on the plentiful spelling
mistakes — and I can't help but notice that even in the
corrected version, the very first word is misspelled. (No
circles are waved in "Kubla Khan.") And while that turns out
to be an exception, the fact that the author has fixed the rest
of the misspellings makes the unrepaired punctuation look even
worse, with commas and semicolons thrown around haphazardly with
little thought to their actual function. These errors may seem
trivial, but I think they seriously undermine the potential
impact of the work. First of all, they're simply jarring. Part
of the point of standardizing the use of the language in the first
place is to make the reading experience as transparent as possible.
When each piece of punctuation occurs where you'd expect it, the
reading experience is smooth; in All Roads the ride was
a bumpy one. (I've had a number of students over the years
complain that the formal rules of English usage are pointless
and that grammar Nazis are always harshin' on their mellow.
Who cares about the rules so long as the reader basically
understands what you're trying to say? But in asking this
question, they give themselves away: not only does their writing
need work, but they're also not the strongest readers. To them
the ride is always bumpy, so they don't even realize that
there is a difference.)
Good copyediting also sends the message that the work at
least aspires to a standard of professionalism. Poor copyediting
signals that it's amateur hour. This isn't necessarily a huge
problem if you're aiming low, but All Roads isn't You
Are a Chef! — it depends on atmosphere, on successfully
evoking high intrigue in Renaissance Venice. But the language
errors puncture that atmosphere. You can't paint the Mona Lisa
on the back of a paper plate. Of course, saying that assumes
that you otherwise would have had the Mona Lisa to begin with,
and even with perfectly edited prose, All Roads would have
fallen short of the richness to which it aspires. This time
around I played it with Elizabeth, and she was the one who chose
most of the commands. She soon found that examining the items
mentioned in the descriptions tended to be fruitless. "Every
time we look at the art it just says that it's beautiful," she
complained at one point. "It's like the time I asked for more
details about an apartment and the landlady emailed back, 'It
is very nice.'"
So why were we playing it in the first place? For my part, it
was because I had just finished watching
Memento again, to which All Roads drew many
comparisons back in '01. Or, rather, it drew comparisons to
Memento by the few people who figured it out. For
unlike Memento, which explains most of its gimmick right
up front — ie, that we are watching the events of Leonard
Shelby's life in reverse chronological order, in large part in
order to mimic the fact that he doesn't remember what he's just
done — All Roads attempts to draw out the mystery
right up to the end. The problem is that very frequently it
draws out the mystery past the end. I certainly had only
the faintest idea what had happened the first time I played, and
from the reviews I have gathered that I was far from alone.
Many reviewers have also complained that All Roads is "on
rails" — that is, that you can't really affect the plot
and generally can't do anything useful other than the one thing
the author wants you to do. This didn't bother me at all. I
firmly believe that requiring the player to explicitly enter
commands automatically makes interactive fiction a fundamentally
different medium from straight prose. In fact, I would put
forward the opposite idea: All Roads falls down in
offering the player too much freedom, namely, the freedom
not to pick up all the clues.
See, in a puzzle game, if you miss a clue and therefore botch the
puzzle, you are left with a story that culminates in disaster.
Take
Trinity, for example. You play an American tourist
visiting the Kensington Gardens in London when nuclear war breaks
out; your goal is to escape before the first missile strikes.
To do so, you must cross a lawn, but if you try, the grass springs
to life and forces you back onto the walkway. And so, caught in
an atomic blast, you die. Well then! Clearly that's not the
optimal ending. So what do you do? You fire up the program again
and carefully look for clues. Aha! You see some bicyclists crossing
the lawn with no trouble! This tells you that you'll have to find
some sort of wheeled transport, and with this clue, you're able to
continue. (At least, that's the theory. I actually never noticed
that clue and spent an entire year unable to complete the prologue.
Thank heaven for hint books.)
But now let's consider All Roads, and this is where the
spoilers really kick in. In All Roads, you play the
disembodied intelligence of the late William DeLosa. You don't know
that you're a disembodied intelligence, though, nor do you know that
you're dead. You think you can teleport. What you can actually do
is travel in time, and so the story proceeds out of chronological
order, with the protagonist trying to figure out where he is and what
he's doing, as in Memento. All Roads adds the additional
question of whom William is inhabiting, since at different times he
finds himself in the body of his brother Sebastian and in that of a
man Sebastian means to kill. And the only reason I knew any of this
after playing All Roads twice is that I read
this post by Carl Muckenhoupt.
An interactive piece like All Roads, in which the main puzzle
is simply to figure out what's going on, differs from a more
conventional text adventure in a crucial way. Unlike in a puzzle
game, players who miss the clues aren't prevented from reaching the
optimal ending, since there's only one ending to reach. The problem
is, they haven't read the optimal story. In All Roads,
for instance, you have to enter a church, and if you choose to pray,
you learn that you think your name is W. DeLosa. But you don't have
to pray, and if you don't, then the introduction of William DeLosa at
the end comes completely out of nowhere! There is also an appointment
book. If you sign it, then read it, then sign it again, then read it
again, you will finally discover that now you think your name is S.
DeLosa. But you don't have to do that, and if you don't, this crucial
plot point is not part of the story you read! So you get to the end
having read a story containing only a fraction of the material you need
to understand it. And since there's nothing other than your own
confusion to indicate that you've missed the boat, or that there's even
a boat to have missed, all the author has done by giving you this
freedom to act is given you the freedom to read a worse story
than you otherwise might. And what's the point of that?
Postscript: I just played through All Roads again, after writing
all this and rereading Carl's post, and I still don't entirely
get it. I finally do get the business with the ring — until
about sixty seconds ago I thought that William's powers were somehow
connected to the ring, and hadn't twigged to the fact that the
"thievery" for which Giuseppe is hanged is thievery of the ring.
Meanwhile, I've given up on following the conversation between the
Denizen and Giuseppe... so he's a member of the Resistance? Holding a
post in the government? But he's actually loyal to the government?
Except the Denizen is the government, but is also a member of the
Resistance, so his loyalty is actually disloyalty? Or... oh, forget
it. I suppose that one thing All Roads has going for it is
that it's so confusing that many players probably do
realize they've missed a lot and go back looking for clues. But even
with seven years' worth of hints to work with, I still found that
when the game told me I was starting to get a headache, it produced
the wrong kind of empathy.
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