
Some games become so canonical in game design discussion that it's easy to remember just the groundbreaking things about them, and forget a lot of the nuances of how they play and why they work.
In the world of interactive fiction, Rameses is one of those games. It was released as part of the annual IF Competition in 2000, got a respectable 13th place out of 53, and showed a wide standard deviation on votes: some people loved it, while others thought it was a depressing imposter in a competition for fun things. One person recently described it to me as the work of IF he hates most in the world. Ever since, Rameses has starred in rec.arts.int-fiction discussions about well-characterized protagonists, about the player's complicity in action, about whether it's possible to have a good game in which the player has no significant agency, about interactive narrative as a way to explore the constraints imposed on a fictional character.















