
There's an ongoing discussion in the interactive fiction community about whether or not we're well-served by our traditional reliance on second person present-tense narration -- the kind of thing that works for
- You are standing in a damp cave.
or
- You are likely to be eaten by a grue.
...but not so much for
- You feel overwhelmed by existential angst and break down weeping.
Shelter from the Storm bills itself explicitly as an attempt to experiment with that question: at the start of play, or at any other time during it, you may change the person and/or the tense of the narration, the better to explore your feelings about how the storytelling works.
That lead-in makes the game sound like a dull technical exercise, which it isn't: in fact, it's a suspenseful story game with light puzzles. By a few minutes into the game I'd stopped tinkering with the narrative voice options and settled in to enjoy the tale.
The story is set during the grim beginnings of the second world war. The protagonist (whether "I", "you", or "he") is a soldier on his way to a posting near Salisbury when, thanks to a storm and some bad luck with his car, he's forced to seek shelter with a bunch of people who aren't what they seem. The result plays a bit like a murder mystery -- everything turns on finding evidence and understanding what that evidence really means, and there are multiple twists before the whole thing stops. Barring a few bits where the player has time to explore at leisure, it's fast-paced, too: the NPCs are all active types and have plenty to say and do. The story never rises above the level of period melodrama, but it does that reasonably well.
But here's the curious thing: by the end of the story, I started to want that narrative voice option again, and I set my narrator to first person past tense because I was more comfortable reading/playing that way.
I'd like to discuss why I found my protagonist alienating, but to do so requires me to spoil the game. If you think you'd like to try a bit of wartime espionage IF, please stop here and play the game instead.
Playing note: Shelter from the Storm was built using TADS, an interactive fiction engine created by Michael J. Roberts. To play the game on systems other than Windows, you need to install a TADS interpreter on your machine, and download the game file. We link to TADS interpreters for Mac, Windows, and Linux above.
Those new to interactive fiction may also be interested in the introduction found here.
Now, the spoilers follow.
No, seriously, I'm going to give away the solution to the game.
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You could play the game and then come back and read the rest, you know.
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The alienation, I think, comes from the way the story itself levers apart the protagonist and the player with different motivations. Shelter from the Storm takes the risky tack of making the villain someone you don't really want it to be, someone you might be inclined to presume innocent: the refugee housekeeper who is, or at least claims to be, Jewish. Now, I suppose a spy might well take the guise of a refugee; she might well use the pity and guilt felt by others to protect herself from too close an interrogation. The fact that Hilda explicitly asks for the protagonist to treat her fairly, and implies that she fears the effects of English anti-Semitism even though she has escaped Germany: these are things that a spy in her position might well do, I suppose.
Still it's nearly impossible to read this kind of thing without bringing a wealth of baggage from every previous holocaust book or movie one has ever encountered, and it is also hard not to want to be on the side of the person most unfairly treated.
Here, I knew I the player was treating Hilda inconsiderately because the game made it impossible to go forward otherwise, but what was the protagonist's excuse? He has some claim to be acting for the good of king and country, but he goes beyond what his mission would license -- as Hilda suggests from her very first encounter with him, when he demands to be allowed into the house. Moreover, he never seems aware enough to recognize his own moments of unfairness.
The worst moment of the game for me was cavalierly cracking open the housekeeper's suitcase -- the one that might contain who-knows-what personal souvenirs -- in the presence of Angela, a so-described "English rose" who is more my social and economic equal. Angela openly expresses her suspicion about the housekeeper daring to have locked private possessions at all, and there is no way in the game (or none that I could find) to reply that the protagonist was violating Hilda's privacy only grudgingly and because he had to-- that is, under the same terms that he had searched Angela's own possessions.
In the end I preferred in the end to foist responsibility off onto a distant first-person narrator, even if the game was still depending on my commands.
I don't know how much of this cognitive friction was intended by the author. Eric Eve puts more than the usual amount of effort into creating characters who will notice and respond realistically to slights and discourtesy or respect and kindness. He gives the player the range of expression for manners to be meaningful. This is rare, even in a medium short on combat and (relative to other game styles) long on conversation.
At the same time, Eve has written several other games now -- notably Nightfall and The Elysium Enigma -- in which NPCs manipulate the protagonist, and often the player as well in the process. Disingenuous appeals for pity, sympathy, respect, etc., are common in his work, and I'm often left wondering how to feel about this. The game is appealing to the player's humanity -- "please react as you would treat a real human! be decent, and the game will notice that you're being nice!", etc. -- and then revealing that the solicited reaction of empathy and civility is actually a weakness.
One gets the sense that even after their experiences, the lead characters of Nightfall or The Elysium Enigma would continue to act essentially the same way as always. They may not be so embittered as to give up on social graces in general, but they have no way of gaining what they lack from beginning to end: viz., any intuition about others' motives, any skill at seeing a person beyond his or her formal self-presentation.
What sets Shelter from the Storm apart from the other two is the degree to which I felt the player alone was being manipulated. This time the protagonist is both less naive and less kind: it was not clear that Jack felt much sympathy for the housekeeper even when she was apparently innocent. Meanwhile, there is some incriminating evidence against Angela too, and partway through she tells some very implausible lies; yet the game doesn't encourage or even really allow the player to react to her with further hostility and suspicion.
Other people will probably read all this differently, but I came away thinking that the protagonist was, if not consciously racist, at least very much more inclined to distrust and disrespect people unlike himself. I was glad to be able to shift narrative voices to distance myself from him.




















Different reaction (spoiler)
I had a rather different reaction, quite possibly because of the random number generator. While snooping around the house, I came upon Hilda ironing and listening to music on the radio. I asked about the music, whereupon she took the opportunity to praise the composer (and noted anti-Semite) Wagner as a genius. That really changed the way I viewed the character, and I found that I was instead frustrated at being unable to investigate the contradictions in this shady character until I'd been in the attic.
The funny thing is, that trapdoor hook puzzle annoyed the heck out of me for reasons you might recognize: it bothered me to be searching so closely through the belongings and even clothing of the people who lived there. I thought for sure that I must be missing something obvious (Two fireplaces and no pokers??), as clearly a guest who might be interrupted at any minute would not want to be found elbows-deep in his hosts' underclothing. If nothing else, it seemed horribly and utterly un-British.
I did notice the Wagner, but
I did notice the Wagner, but I understood the point of that differently than you did: as a sign that her character was complicated by admiration for an artist who would have been personally inimical to her. (From talking to the author, it seems that he intended this to be read more as a Clue, as you did.)
--
Emily Short
OK, I can see that. And
OK, I can see that. And really, the "clue" depends on her not knowing that Wagner was an anti-Semite, which works both ways. (After all, she wasn't intending to blow her cover, presumably)
Nightfall
I do have to argue with the idea that the protagonist of Nightfall never gains "any intuition about others' motives, any skill at seeing a person beyond his or her formal self-presentation."
It may only become clear on a second play-through, but Nightfall has a very clever device built into it; the more investigation the player does, the more suspicious the main character is of his "antagonist." So, on a first playthrough, the protagonist will seem like a naive idiot. But when played again, with hindsight and a better understanding of where and how to search for clues, he'll be much more dismissive of his opponent's manipulations. It really caught me off guard when I encountered it, and I think it goes a long way toward countering the feeling of being divorced from my character.