Blog #4: Vespers

I think Krisztian brought up an interesting point about “self-reflection and questioning our true selves.” I found this to be relevant to a certain degree while attempting to navigate through Vespers. Unlike in The Baron, I was unable to make the same sort of interactive choices which would significantly impact my outcome, although I felt as though I was an atmosphere which was clearly defined by a set of morals, specifically the Christian religion.

I had great difficulty getting to an ending in Vespers as I tried to interact with the brothers of the monastery who seemed to have grave mental issues and disorders. I visited and re-visited several sites around the church, examining various objects and pathways. Something was clearly affecting those brothers who remained at the church, and it was obvious that some sort of traumatic event had occurred on the grounds of the church, as evidenced by the ruins, ashes, et al.

I felt like I was attempting to navigate through a particularly elaborate maze, as I found myself in many rooms (the Cloistery, the character’s room, the hallway, and so on) and felt as though I kept running out of choices to examine, touch, or otherwise interact with the data that might be available to me. As with many of the other Interactive Fiction narratives, I found myself frustrated and confused.

This confusion was not lessened at all by the supposed “hints” that popped up, sometimes too quickly for me to read them, at the top of some of the screens. Most of the messages appeared to be religious in nature, ostensibly coming from the Bible. These hints did little to help me, and, in fact, I found none of them useful. One, which was about laughter, foreshadowed a future dialogue with Matteo, in which he laughs, seemingly, at nothing in particular, or at least in a manner that is nonsensical. None of the brothers of the monastery seemed to provide any real clues as to what path the character was supposed to follow.

Perhaps this was a particular trail I took and others were able to find other ones, but the only ending I could come to was one that took me to the top of the Belltower. In this ending, the character talks to the brother, Matteo, but their conversation is quickly exhausted and little to no information is revealed by the end of their exchange. Suddenly, the character feels a scratch beneath his skin. I tried several commands, such as “scratch itch,” “touch skin,” and so on. Finally, I decided to navigate north. Apparently, I had made an “unlucky” choice, and found my character plummeting to his death. I was informed that he had committed suicide. “Hell has a special place for those who commit suicide,” the screen read. 

Ultimately, Vespers seems to be a story of despair and loss, though I was unable to come to a true realization or conclusion about the meaning of the story. The other characters are listless, crying, and mostly absent from the story other than acting as further indicators that something is ostensibly very wrong with this church and that something terrible has happened. In terms of Interactive Fiction, I feel that Vespers is a richer, more complex text than most of the ones we have encountered so far. Nonetheless, I am still unsure of the message it is trying to send, exactly. Perhaps if there are other potential endings which are more easily accessible, I would better be able to acquire an understanding of the text.