Got round to playing this one earlier than expected and immensely enjoyed it - even for the exact reasons others found objectionable, it seems. Sorry in advance for the wall-of-text, but reading through this thread prompted some thoughts about ES writing in general.
I did not find the ending to be anticlimactic. In fact, I’d like to point out how much I appreciate the fact that my character could just leave¹, without being forced to talk to or try and persuade anyone. As someone above has pointed out, "making other people’s decisions for them seems to be an ES staple". Of course, I can totally see why that’s the case: it’s pretty hard to write an engaging, meaningful story without giving the PC some power over NPC’s actions. What the writers of ES should try to do as often as possible though is to leave it to the player whether to interfere at all - and I feel like The Attendants achieved exactly that.
Of course I’m not saying there should never be situations where you’re given power over an NPC’s fate. But these situations lose meaning when they happen all the time instead of just, say, once or twice throughout the story. I think one of the most unrealistic things that interactive fiction can do is put you into a setting where NPCs ask you to influence their course of action all the time. Because that’s just not how life works.² I also feel that, in those instances where interfering is possible, the existence of an option not to interfere is incredibly important. Being able to remain passive makes those moments when my char does take action - or has to make decisions - all the more meaningful.
In this story, I was invited by someone I didn’t know to a party where I didn’t know anyone either. I got the opportunity to explore the host’s very interesting abode, both before and after dinner. During dinner, I was able to concentrate on food and drink, and was even kindly provided with the option to be unspeakably rude to anyone trying to engage me in conversation. I wasn’t forced to participate in the seance either. At the end, I got to make an even more interesting trip to Parabola, said my goodbyes, and left. For basically throughout this story I hardly had to do anything but explore and observe, and still hugely enjoyed myself and learnt a great deal of lore. I feel like that’s as remarkable an achievement by the writer as, for example, the exciting showdown in Web of the Motherlings.³
I also don’t think it’s an example of bad writing that all the (seemingly) threatening hints about some sinister plan on behalf of the Assistant turned out to be just the PC being paranoid - in fact, that’s extremely realistic! Just imagine the situation: you’re in a strange place with people you do not know. The host never shows up, and his assistant makes it plain inviting you wasn’t her idea. Of course you’re likely to become slightly worried at every hint of possible threat coming from her, and start seeing things that aren’t there. To have my expectations so thoroughly contradicted is, to me at least, delightful. I chuckle at the thought of my monster-hunter moving stealthily through the mansion, prepared at every turn to be attacked by something hideous, only to find out that it really was just a game of hide-and-seek after all.
If, by the end of the story, I had been in any way inclined to further interfere with these peoples’ lives, the options to do so were there. Not being forced into taking any of them was delightful.
I had high expectations for the Season of Ruins, and so far they’ve been met. Can’t wait for the concluding story!
¹ There have been one or two ES where I craved an option to do just that, since I couldn’t see any reason for my char to be interested in interfering at all. The most egregious example was, of course, Our Lady of Pyres, as others have pointed out already.
² For me, the worst example here was The Heart, the Devil and the Zee where I was asked to advise an NPC on matters most private, concerning their family and even their love life. Aside from the fact that why my char would care for this stranger, or why they would be entrusted with these decisions, was never really addressed - having such absolute power over the NPC’s life was just totally unbelievable. (The story’s saving grace, however, was the wide variety of final options it provided.) Contrary to that, in All Things Must End’s final choice the writers did a great job by subtly suggesting the Undertaker being so wracked with indecision, she would just go along with whatever the PC chose. Sometimes the whole plot’s credibility depends on details like that.
³ Generally, what I expect above all of Exceptional Stories is probably that they provide some variety. Overall, I was always satisfied on that end and feel like the FB writers have become even better at it recently.
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edited by phryne on 8/11/2017