On the Wabe, Trinity‘s “wide middle.”

Last Time, on Gold Machine…

In part one of this discussion of Trinity‘s narrative design, I asserted that, in terms of its shape, Trinity was a Zorkian “cave game.” This is something I’ve repeated more than once, notably in my last podcast episode. That being so, this multi-part series considers Trinity in terms of that classic “narrow-wide-narrow” (in both narrative and mechanical senses) design. We’ve already discussed the narrow opening, which takes place in London’s Kensington Gardens. What happens when players are suddenly ejected from this near-real setting, only to find themselves nowhere and nowhen?

The Dickensian Turn

Let’s step back and consider the game’s transition from reality to surreality.

>enter door
As you wade to the threshold a familiar roadrunner flutters past. The ruby in its beak gleams enticingly as it slips through the white door.

All color abruptly drains from the landscape. Trees, sky and sun flatten into a spherical shell, with you at the very center. A hissing in your ears becomes a rumble, then a roar as the walls of the shell collapse inward, faster and faster.

"This way, please."

You turn, but see no one.

"This way," the voice urges. "Be quick."

The space around you articulates. "No!" your mind shudders. "That's not a direction!"

"It's a perfectly legitimate direction," retorts the voice with cold amusement. "Now come along."

While I’ve already asserted that multiple voices in Trinity–not only that of this editorializing stranger, but also of various literary and historical snippets both within and without the game proper–have a destabilizing effect that complicate our ability to interpret it, this passage seems an effort to teach us how to approach the work. Ignore, the suggestion seems to be, assumptions regarding the familiar and logical.

As the ending of Trinity approaches, a window containing an Emily Dickinson quote splashes across the screen:

‘Twere better Charity
To leave me in the Atom’s Tomb —
Merry, and Nought, and gay, and numb —
Than this smart Misery.

The passage makes Trinity the second (and last, so far as I know) Infocom title to quote Emily Dickinson. This opening transition for narrow to wide might remind readers of Dickinson of another poem, “Much Madness is divinest Sense – (620)”

Much Madness is divinest Sense –
To a discerning Eye –

The bookending of the game proper between a Dickensian endorsement of illogic as “divinest Sense” and the grim nihilism of the “Atom’s Tomb” is a bravura literary flourish, summarizing and encapsulating the dark absurdity of humanity’s atomic resignation. Adults the world over–who really ought to have known better–had collectively accepted that destroying everything and everyone was the natural and inevitable end-state of human history. To confront that truth as Trinity does is to confront the Absurd with a capital-A. The protagonist, in attempting to save humanity, must reject its collective acquiescence (“the starkest Madness – / ’Tis the Majority”).

The Wide Middle

Thus forewarned, players and protagonist find themselves in a “Wabe,” which, as Trinity tells us by way of Lewis Carroll, is “the grass-plot round a sun-dial. It is called like that because it goes a long way before it, and a long way behind it. And a long way beyond it on each side.” The passage comes from Through the Looking Glass, in which Humpty Dumpty attempts to explain the famously nonsensical poem “Jabberwocky.”

‘Twas brillig, and the slithy toves
Did gyre and gimble in the wabe;

This isn’t our first Wabe; in fact, it is a surreal amplification and distortion of the game’s opening area, Kensington Gardens. At the center is, as there must be, a sundial, though this one is the size of a mountain:

A giant triangle, thousands of feet high, rises above the eastern treetops. Its vertex casts a long shadow across the wood.

In the introduction, a boy blows bubbles in the park:

>examine boy
The boy pulls the bubble wand out of the dish, puts it to his lips and blows a big soap bubble.

The boy snaps his fingers to the headphone music as the soap bubble bursts with a flabby pop.

Like so many other things in the Wabe, the boy is both similar and radically different:

>examine boy
The boy measures approximately forty feet from head to toe, and probably weighs several tons. He's wearing a pair of stereo headphones.

The boy pulls the bubble wand out of the dish, puts it to his lips and blows a big soap bubble.

This is a world that is, rather fittingly, through the looking glass. In the case of puzzles, many scenarios appear impossible, yet they remain faithful to their own internal logic. For instance, passing through a pergola that is shaped as a Klein bottle reverses the threads on a gnomon (the triangular, shadow-casting element of a sundial), allowing it to be affixed, as it ought to be, to a sundial.

South Arbor

The "floor" of the pergola curves up and around in an inexplicable way that makes your eyes cross. It seems as if you'd be standing on your head if you went much higher. Little daylight makes its way through the thick walls of arborvitae.

Mechanically, many of Trinity‘s puzzles require equal measures of logic and illogic, often driving the player to make intuitive–yet retrospectively sensible–leaps.

As a narrative locale, Trinity‘s Wabe consists primarily of image and implication. Unlike the historical and pseudo-historical settings to be discussed in future posts, the Wabe is untethered both temporally and geographically. For instance, at one point the protagonist discovers their own grave, a thing that seems both inevitable and impossible. Inevitable, because Trinity is quite generous in terms of providing opportunities for player death. Impossible, because the game’s conclusion asserts that the protagonist cannot die.

>examine corpse
The solemn dignity of the crypt makes you suspect that the remains may be those of some great missionary or explorer. The shrunken body is wrapped in a gray burial shroud, and its wrinkled mouth is held shut with a bandage wrapped around its head. A pair of boots, one red and one green, completes the ghastly wardrobe.

Elsewhere, the Wabewalker discovers a cottage in which a magpie recites ingredients for a magical spell. Nearby, a massive book contains… the player’s command history!

>read book
It's hard to divine the purpose of the calligraphy. Every page begins with a descriptive heading ("In which Wabewalker meets a Keeper of Birds," for instance) followed by a list of imperatives (prayers? formulae?), each preceded by an arrow-shaped glyph.

The writing ends abruptly on the page you found open, under the heading "In which Wabewalker happens upon a Book of Hours, and begins to study it." The last few incantations read:

>GET IT
>EXAMINE BOOK
>READ IT

The cumulative effect of these sites and problems is disorientation in the best sense. While the Book of Hours acknowledges the player’s existence, it seems more a dehumanization than a knowing wink: the protagonist is reduced to a collection of near-English commands, typos and all. The contrast of corpse and outlandish, mismatched boots summons the spectre of humor, but said spirit never fully materializes. Perhaps these incongruities aren’t quite funny because, after all, it is the protagonist who is the butt of Trinity’s cosmic joke.

Mushrooms

This fantastical, atemporal realm of metaphor pushes against the harder realities of atomic weapons application and development across history. It is encircled, both metaphorically and physically, by a forest of mushrooms. Some of them are massive, while others are more “realistically” sized. These are all representations of atomic explosions, or mushroom clouds, in histories past and future: the game takes place in an alternative timeline where Reagan’s “Star Wars” bore fruit. Nuclear explosions have birthed this unreality, and Trinity’s protagonist will pass from the Wabe’s borderlands to significant moments in this history. This boundary area, then, is a strange and highly figurative location that serves multiple vital purposes in the text.

It is the absurdist heart of the game, reveling in paradox, self-referentiality, and literary allusiveness. Distortions of scale, as in the mushrooms, sundial, and boy create a sense of awe. The spatial impossibility of the pergola is of one piece with a general sense of disorientation. The paradoxical, near-humorous discovery of the protagonist’s own corpse is never really explained, which, thematically, is all for the good.

Geographically and narratively, the player must travel from the Wabe to a handful of more realistic–unpleasantly so–locales to retrieve components for the Magpie’s spell. The experience is characterized by the text’s carefully calibrated tone, as things in Trinity are neither too fanciful nor too real.

This well-wrought balance persists until the endgame, whose uncharacteristic enthusiasm for historicity and realism will enjoy a discussion of its own. In the meantime, the contents of these real locations–each of which is reached by passing through doors in different giant mushrooms–must be considered. Additionally, this geographical schema, which is an innovative refinement of Spellbreaker’s–and, before it, The Hitchhiker’s Guide to the Galaxy‘s–warrants further discussion.

next

I feel pulled in many IF-related directions. Here are some irons currently in the fire:

  • The next piece in this series, which will be concerned with the modular part of Trinity‘s modular geography.
  • Another podcast episode, concerned with Trinity and the second edition (2001, or Inform Design Manual 4) of Graham Nelson’s The Craft of the Adventure.
  • More blogging about learning Inform 7.
  • Working toward a playtest of the first 20% or so of my current Inform 7 work in process.

Busy busy busy! I hope to get back to this soon, as I really enjoyed putting this post together.

8 responses to “The Dickensian Turn (Trinity)”

  1. Andrew McCarthy Avatar
    Andrew McCarthy

    One of the most interesting aspects of the spellbook puzzle in Trinity is that it involves creating an emerald. Why an emerald?

    The color green is contrasted with red in the boots the protagonist wears (after taking them from their own corpse, an act reeking with symbolism in itself). Red was traditionally the color of the Philosopher’s Stone, which countless alchemists sought to create via magic spells. A stone that could do impossible things, like changing base metal into gold.

    But when the protagonist uses the magic spell to create an emerald, the impossible remains impossible: ultimately the emerald’s power cannot change things, and their quest to rewrite history is fruitless. It is a fool’s errand, and the Emerald is thus a Stone of Fools.

    1. arcanetrivia Avatar
      arcanetrivia

      Emerald also could trace back to esoteric Grail lore where Lucifer is said to have an emerald in his crown or forehead around the time of the War in Heaven, which was dislodged or taken at the Fall and either made into the Grail, or just is the Grail (rather than a cup or dish); and this too has connections to the Philosopher’s Stone.

  2. Andrew McCarthy Avatar
    Andrew McCarthy

    Interesting. Apparently (according to William Ashton Ellis, writing in one of the volumes of his biography of Richard Wagner in 1904) this idea originated in an anonymous German poem from the 13th century.

    The poem imputes the idea to Wolfram von Eschenbach, the author of Parzival, the most famous German version of the legend of Perceval and the Grail King. However, while Wolfram’s Grail is indeed a stone, the Parzival poem nowhere mentions it having been Lucifer’s crown, nor is it described as an emerald, though it is borne on a cloth of green “achmardi” silk from the East (which is all the unbaptized can see when gazing on it).

    According to Ellis, the first printing of Wagner’s opera Lohengrin contained an editorial note added by another writer that connected the Grail to this legend of Lucifer’s emerald, something about which Wagner complained and which was removed in later printings.

    Wagner’s operas Lohengrin and Parsifal, like Wolfram’s own work, avoid the legend of the Grail as an emerald. In the libretto for Parsifal, the Grail is an “ancient crystal chalice” glowing in a “shining purple color”, though in the concept drawings and the original stage prop used at Bayreuth it actually glowed red, powered by an electric cable.

    I suppose it’s even more fitting that the emerald in TRINITY should be a stone of falsity, when you consider that its provenance in regards to the Grail legends of Wolfram and Wagner is so spurious.

    1. Andrew McCarthy Avatar
      Andrew McCarthy

      In fact, Wolfram’s poem does state in Book IX that the Grail stone contains the spirits of the neutral angels who did not side either with God or Satan when Satan rebelled, and that they wait within it for God to perhaps grant them favor and someday recall them to His side.

      However, in Book XVI, the poem goes back on this idea, and says instead that God’s will is constant enough that those angels have already been damned by God, and that the idea of them being holy enough to dwell within the Grail is wrong. The character who earlier told Parzival about this (his uncle, the hermit Trevrizent) now admits that his earlier statement was a lie, designed to deceive Parzival and thus prevent him from being spiritually pure enough to risk the dangerous quest of the Grail.

      It seems that perhaps one of Wolfram’s patrons objected to the theology expressed in the earlier book, and this was thus a retcon of sorts!

    2. arcanetrivia Avatar
      arcanetrivia

      ….okay, sorry. It was just a thought. I doubt Brian Moriarty actually had any of this directly in mind, but nevertheless I didn’t expect “your idea is stupid on toast” 😛

      “Shining purple” looking rather red is probably in line with royal or Tyrian purple being a reddish rather than bluish purple.

      1. Andrew McCarthy Avatar
        Andrew McCarthy

        It wasn’t a stupid idea! But I hadn’t heard of it before, and the mention of “esoteric Grail lore” made me wonder if it was something that was invented by modern pseudo-history writers of the Dan Brown/Holy Blood, Holy Grail sort. (I read most of the way through a translation of Wolfram’s Parzival last year, so I know it’s definitely not from there.)

        So I Googled around in the hope of finding sources, and was extremely surprised and impressed to learn it had a tenuous connection to both Wolfram and Wagner, in a way that actually fit with the “false Grail”/”stone of fools” idea.

        Agreed on the Tyrian-purple idea about the Grail’s glow. (One English translation of the libretto I’ve seen uses the word “crimson” where Wagner’s original has “Purpurfarbe”.)

  3. Gold Microphone: Challenge, Mimesis, And Parsercraft (Trinity 3/5) – Gold Machine

    […] “The Dickensian Turn: Narrative Surface Features of Trinity” (Gold Machine) […]

  4. "Tell the Truth, but Tell It Slant:" Modularity and Sacrifice – Gold Machine

    […] In a previous post, I discussed the wide, middle part of Trinity‘s structure. This so-called “Wabe” is a highly effective design, unifying both storytelling and mechanics. Narratively, it establishes Trinity as a richly intertextual work, alluding to literature, art, science, and history. The game world delineated by the Wabe is surreal and, in terms of its contrasting blend of whimsy and lethality, absurdist. […]

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