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games, gaming, interactive fiction, ludonarrative, parsercomp, puzzle design, puzzles, review, reviews, video-games
On Game Fiction, Topic-Based Puzzles, and Meta-Puzzles
19 Once and Zugzwang are, mechanically, the same game. These two mirrored games were released in ParserComp 2024 where they took 6th and 3rd place in the Classic Class. They were written by myself (Joey Jones) and Melvin Rangasamy under a set of pseudonyms. As in our previous collaborations, Melvin did almost all of the programming and structure, and I did almost all of the puzzle design and descriptive prose.1 In 19 Once you navigate four chat screens, convincing your friends to go on a cinema trip. The puzzles involve learning chat topics and using them on other people; in Zugzwang you fight four fantastic foes. The puzzles involve learning special attack powers and using them on other enemies. If you haven’t played, they’re really short, go check them out. But they’ll probably still be just as fun if you know the idea, so don’t worry too much about spoilers.
Under the hood, the games are the same: they use a shared extension which determines the state engine for both of the games. Almost the only difference is in the room descriptions and response texts. To justify them being parser games, forcing players to type instead of clicking links, both games have a secret command that unlocks additional story content. The conceit being that you learn each command by playing the other game. The overall point of the gimmick (beyond being a fun joke to play on the judges), was to explore the nature of descriptive text vs mechanics. If two games have the same underlying puzzles, maps, and verbs, what makes one better and why?
GENESIS
Melvin Rangasamy and I had actually started making these games (and got about 85% done) for the 2016 IFComp, but we ran out of time and the next year IFComp changed the way the competition games were displayed. Originally, entries were shown in an alphabetical list, so the idea was to have one game appear at the start of the list and the other at the end. This was initially inspired by the author of 5 Minutes To Burn Something!2 remarking that he didn’t realise his little game would be the opening act of the competition. Having determined that one game should begin with the digit “1”, and the other the letter “Z”, I settled on Zugzwang first. Having determined it should be a game about fighting fantasy chess pieces, I picked a completely different genre for 19 Once: realistic low stakes interpersonal teenage drama.
Melvin quickly made the framework for the games, essentially leaving a series of tables for me to fill in with the story and reaction texts. Despite this very low hurdle to jump, it took eight years for me to get around to finishing. Part of that was that I was never particularly satisfied with the Zugzwang story. Revisiting it allowed me to focus on punchier descriptive prose, and (following Melvin’s correct judgement) fleshing out the ending.
CONNECTIONS
We tried to make the connection between the two games as obvious as possible. Someone commented that the pair of anagram names were too similar. But from experience with Jenny Roomy and Jasmine Lavages, the anagrammatic pseudonyms we used for Escape From Summerland in 2012, no matter how ridiculous and unlikely your names almost no one will jump to the conclusion of it being an anagram unless you really spell it out. Even then, people realised that the pair of names were anagrams of one another but it took a while and some collective working out for players to even guess at the authors.

In general, players are not good at guessing that there even is a metapuzzle unless you really hit them over the head with hints. Here’s what we did:
- Used two sets of pseudonyms which were obviously anagrams of one another.
- Mirrored the cover art design so that at a glance they were clearly related.
- 19 Once makes reference to a shared “Checkered Series” chess-themed book and film series
- “Zugzwang” is even name-checked once in 19 Once.
- Made an IFDB entry for Zugzwang that said it was the second of a series.
- Enlisted the help of Jon Stall to post a cryptic review for Zugzwang that stated there was a connection (using his opaque writing style so it wasn’t outright stated).
- In a forum thread about meta puzzles, I outright stated that of them that “I think they can be fun, and I’ve done it myself a few times”.
The latest review of Zugzwang shows that even with the above, the connection was missed by some players:

TOPIC PUZZLE DESIGN
We started designing the puzzle structure of the games before I’d played C.E.J. Pacian’s Weird City Interloper, but it’s essentially the same idea: you use topics on people who give you new topics which you can use on other people to get new topics. This is inherently lawnmowerable so there’s only a handful of ways you can make a puzzle out of this:
- Require a sequence of topics to be used on someone (in a specific order, or before moving on) to unlock a segment.
- Have some topics not be successful until some other condition has been met.
- Have some unlisted topic result in success.
- Have more topics than you might reasonably want to try on everyone, encouraging more judicious use
Or alternatively:
- Embrace the lawnmowing and make the text as fun as possible (this is what Weird City Interloper does).
The mirrored games take all of these approaches to different extents, but interestingly, the puzzles work better in different games. I’ll now explore the surprising reasons for this.
1 – SEQUENCE
To beat the Rock or Wesley (who are both The Western Being in the code), the player has to use three attacks without leaving the location. The Rock clearly signals that each attack is doing cumulative damage and that it heals when you leave. This same mechanic was harder to translate to conversation with a person, and so players felt the 19 Once version of the puzzle was more arbitrary.

2 – CONDITION
In 19 Once, Nora and Sofia won’t agree to going to the cinema until they know other people are going (one person and three people respectively). The same idea is expressed in Zugzwang with increased level of power after defeating enemies. It’s a common RPG trope, but the 19 Once version definitely made more narrative sense to me. Whether a precondition is fair or arbitrary depends entirely on the fictional framing.
3 – LEAP
If you’re going to use the parser, then you should justify making the player type. The usual way is to have a command that is not explicitly signalled be an integral part of the game experience. The player has to take an imaginative leap.3
At the end of 19 Once, the player learns a keyword. If the player takes the imaginative leap to try the word in Zugzwang, they’ll see new story content, at the end of which, they’ll learn a second keyword which unlocks a new ending back in 19 Once. If the meta-game was any more complicated than this, no one would have seen it. As is, several players missed this metagame aspect.
4 – OVERWHELM
A lot of puzzles in games can be brute forced. Two ways to design against this include: 1. Make the possibility space of the game so huge that it’s easier to just solve the puzzle properly. 2. Encourage the player to inhabit a role such that they would rather play along than brute force.
In the penultimate room in Cragne Manor, the Observatory, the player has the power to set the astrological sign, but there 6400 combinations, and so it’s quicker and more interesting to just solve the game normally than manually churn through all the possible states. Moreover, anyone that made it that far into the game would want to complete the puzzle as intended. In Toby’s Nose, Chandler Groover took the opposite approach: you absolutely could brute force all the suspects but then you’d bypass the whole game and also the answer you arrived at would make absolutely no sense. The player is trusted to actually want to play the game as presented to them.
Despite being mechanically identical, different puzzles in the two games make more sense than their mirrored counterparts. In Zugzwang fire makes more direct sense to use against a tree than talking about time does with a friend. Some pairs managed to be about equally coherent. Screeching counters the Bishop’s words, and in its mirrored puzzle, offering free tickets counters a lack of money problem. The fictive layer made some puzzles more likely to be solved organically, while the more arbitrary ones would be more likely to appear through lawnmowing.
5 – EMBRACE
When lawnmowering is going to be an expected feature, then the best approach is to make experiencing all the text as interesting as possible. In 19 Once you get funny, characterful interactions, in Zugzwang you get short descriptive moments. A fun thing for us was that everyone disagreed which was the better game. Even the authors! I preferred 19 Once, as a relatable story that drew upon my own experience with lost friendships; Melvin preferred the high powered action of Zugzwang, which also has punchier prose (and, indeed, more punches in general). The voters, overall, preferred Zugzwang. In both games, the player is rewarded with unique text for each topic and NPC combination (the same approach was taken in Weird City Interloper), with some topics in 19 Once having multiple possible responses for repeat tries. Making a text game distinct and characterful is even easier in a limited parser framework where you have fewer commands to implement and so its more feasible to give a unique response for everything.
AGAINST FLAVOUR TEXT
In collectible card games there’s a concept called ‘flavour text’: the fictional framing for the card which has absolutely no bearing on the mechanical aspect of the game. The default use of this is dismissive, it places the fictive layer as epiphenomenal to the mechanics of the game. This way of talking about rules has seeped into war games and, even worse, tabletop roleplaying games. As if the pure mechanics were the reason players were playing, and not the imagined world that those mechanics support.
Wargames originally had adjudicators and the rules were there to simulate real world battle effects, with new rulings introduced where realism dictated. As the wargame evolved, it split into what became tabletop roleplaying games (which kept the adjudication role) and more boardgame-like experienced where the rules-as-written took primacy. Giving primacy to the mechanics over the fiction would then seep back into roleplaying games, over the decades. In Dungeons & Dragons 4th Edition, characters would have special powers such as “Burning Hands”, which had certain effects in the tactical combat; but the game wasn’t interested in whether such abilities could be used to start a campfire, burn some evidence, or frighten a villager. The descriptive effects of the powers are meant as flavour text, and aren’t intended to be referred to to understand what the powers might do.

The effect of this is that the powers of the players’ characters in a game like D&D 4e are abstracted into a videogame-like realm of mechanical effect. This isn’t inevitable, even for videogames. While a normal single-player digital work can’t be so responsive as having a real-life Game’s Master, it can ground the action in a coherent fictional frame. Unlike in some real-world escape rooms, a mysterious door shouldn’t just swing open because you’ve reached made an arbitrary amount of progress: effects in the game should be grounded in an imaginative reality. 19 Once and Zugzwang demonstrate that the fictional framing of a game —including the quality of the dialogue, prose and story— shape how engaging any puzzles might be. This is why traditional adventure games with hodgepodge zany settings can be so unsatisfying to the discerning player.
MEANING
Ultimately, the players have the final say on how effective a game was at being enjoyable or conveying its themes. A few players of the mirrored games reported that the metagame content didn’t extend the story, it was more like DVD commentary. If true, this would be fine, because not everyone got to see these cross-game elements, so each game should ideally stand on its own merit.
A word of advice for any authors considering including augmented reality or meta puzzles in their work: fragmenting a story makes following the narrative harder. There’s such a thing as being too subtle.
The narrative question at the heart of 19 Once is “will these people manage to remain friends?”, or more broadly, “can teenage friendships stand the test of time?”. I feel like the cinema trip at the end of the game shows one answer to this question, and the responses to the two metagame commands show two further answers: a promising reigniting of friendship; a hint towards the splitting of the group upon new lines; a definitive loss of some, but not all, of the friendships. This wasn’t perhaps obvious enough in the game: I think that split-focus of a two-layered narrative (two different games, and two different settings) made it harder for players to read finer shades of meaning in the stories.
Finally, there is another meta layer of the story which won’t be obvious to anyone else except future biographers. 19 Once is about teenagers who were friends during their A-levels (aged 16-18) but drifted apart afterwards. My co-author and frequent collaborator Melvin Rangasamy met at sixth-form college at this age, in a Computer Science class, in 2004. Like Esther and Paige (in one of the endings), we ended up going to the same university. There we played a lot of chess in the university café, and began working on our first text adventures together. We’re still friends, making games twenty years on. So our personal answer to the narrative question “can teenage friendships stand the test of time?” is a reassuring “sometimes”!
- I heartily recommend collaborations of this nature. Our games made together have better implementation than ones we make apart. ↩︎
- 5 Minutes to Burn received 119 votes, seventy more than the 49 that To Burn in Memory received, much further down the alphabet. Moving to randomised lists was a very welcome move. ↩︎
- This approach is masterfully implemented in C.E.J. Pacian’s limited parser game Superluminal Vagrant Twin, improving upon the Weird City Interloper approach). ↩︎


































