Anachronist review

The Anachronist is my interactive novel. Several readers have posted reviews of it on the Interactive Fiction Database. (If I may say so, the one person who gave it a low quantitative rating had a complaint about a technical issue that I’ve fixed since then.) A reviewer called CMG makes some helpful and valid critical points, but in the interest of blatant self-promotion, I’ll quote from the good parts of the review, which nicely summarize my intent:

You play as a woman about to be burned at the stake for witchcraft. She is lashed to it when the story starts. It is being lit. But she doesn’t burn just yet. She has been apprenticed to an alchemist, and has gleaned the art of memory. This allows her to retreat into her own mind and escape the fire — temporarily.

A single moment expands to encompass days, weeks, years, lifetimes as she plunges deeper and deeper into her memories. …

Time obviously goes out the window. Anachronism isn’t a mistake: it is the truth. The more time decomposes, the more we understand as we come to learn the circumstances surrounding the present moment. It’s a complex little plot, with conspiracies and double-crosses. Bit players enlarge to take central roles as our protagonist’s focus sharpens. Structurally, this means that the story is based around increasingly dense telescopic descriptions. We have a scene, we concentrate on a detail, that detail becomes another scene, we concentrate on another detail in that scene…

More than any other interactive fiction I’ve played, this feels like a novel. …

I faced the hardest decision I’ve had to make in a choice-based game in this story. At multiple points, you can break your concentration and return to focusing on the stake, the rising fire. I didn’t do that. I stayed in the protagonist’s head (or maybe the protagonists’ heads). And finally I reached a point where I had been reading for hours, for days, while the stake was still burning, and the game confronted me: what was I accomplishing by living in my memories? Shouldn’t I focus on the fire, what’s actually happening?

I didn’t know what to do. After playing for so long, I really felt as though I was avoiding the story’s reality. I had stretched out my time on the stake in real time by reading the text. It was absurd. I should’ve been burnt to a crisp. Here was the story’s most glaring anachronism, and I was the anachronist enabling it.

What I chose to do next doesn’t matter as much as the fact that the game created this situation in the first place. This isn’t a story whose strength rests on making the “right” choices. Its strength comes from how its themes are reflected in the reader’s own experience, which can only happen because it’s interactive.

In this sense, it’s some of the strongest interactive work I’ve seen.